UnbindKey: Difference between revisions

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(bindKey usage was incorrect. for a very, very long time lol)
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- define the function that will be called when F1 is pressed
-- define the function that will be called when F1 is pressed
function goMoo( source )
function goMoo( player )
     outputChatBox ( getPlayerName ( source ) .. " says Mooooooo!" )
     outputChatBox ( getPlayerName ( player ) .. " says Mooooooo!" )
     unbindKey ( source, "F1", "down", goMoo )  -- this function will no longer be triggered by the player, after removing the bind.
     unbindKey ( player, "F1", "down", goMoo )  -- this function will no longer be triggered by the player, after removing the bind.
end
end


function playerSpawn ( )
function playerSpawn ( )
     bindKey ( source, "F1", "down", "Go moo", goMoo ) -- bind the player's F1 key to the 'goMoo' function defined above
     bindKey ( source, "F1", "down", goMoo ) -- bind the player's F1 key to the 'goMoo' function defined above
end
end
addEventHandler ( "onPlayerSpawn", getRootElement(), playerSpawn ) -- make the playerSpawn function be called when a player spawns
addEventHandler ( "onPlayerSpawn", getRootElement(), playerSpawn ) -- make the playerSpawn function be called when a player spawns

Revision as of 12:51, 18 November 2011

Removes an existing key bind from the specified player.

Syntax

Click to collapse [-]
Server
bool unbindKey ( player thePlayer, string key, [ string keyState, function handler ] )

Required Arguments

  • thePlayer: The player you wish to unbind the key of.
  • key: The key you wish to unbind. See Key names for a list of valid key names.

Optional Arguments

  • keyState: Can be either:
    • "up": If the bound key triggered a function when the key was released
    • "down": If the bound key triggered a function when the key was pressed
    • "both": If the bound key triggered a function when the key was pressed and released
  • handler: The function you wish to unbind.

Note: If you do not specify a keyState or handler, any instances of key being bound will be unbound, whatever function they are bound to.

Returns

Returns 'true if the key was unbound, false if it was not previously bound or invalid arguments were passed to the function.

Click to collapse [-]
Client
bool unbindKey ( string key, [ string keyState, function handler ] )

Required Arguments

  • key: The key you wish to unbind. See Key names for a list of valid key names.

Optional Arguments

  • keyState: Can be either:
    • "up": If the bound key triggered a function when the key was released
    • "down": If the bound key triggered a function when the key was pressed
    • "both": If the bound key triggered a function when the key was pressed and released
  • handler: The function you wish to unbind.

Note: If you do not specify a keyState or handler, any instances of key being bound will be unbound, whatever function they are bound to.

Returns

Returns 'true if the key was unbound, false if it was not previously bound or invalid arguments were passed to the function.

Example

Click to collapse [-]
Server

This function binds the player's F1 key to a function goMoo which outputs a chat message when pressed. The key is then unbound so that it can effectively only be used once per life.

-- define the function that will be called when F1 is pressed
function goMoo( player )
    outputChatBox ( getPlayerName ( player ) .. " says Mooooooo!" )
    unbindKey ( player, "F1", "down", goMoo )   -- this function will no longer be triggered by the player, after removing the bind.
end

function playerSpawn ( )
    bindKey ( source, "F1", "down", goMoo ) -- bind the player's F1 key to the 'goMoo' function defined above
end
addEventHandler ( "onPlayerSpawn", getRootElement(), playerSpawn ) -- make the playerSpawn function be called when a player spawns

See Also