BindKey: Difference between revisions

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__NOTOC__  
__NOTOC__  
Binds a player's key to a console command, which will be triggered when the key is pressed.
Binds a player's key to a console command, which will be triggered when the key is pressed. Keys that are bound to actual keyboard keys are displayed and can be modified by the user from the settings window.


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bindKey ( player thePlayer, string key, string keyState, string function, [ var aguments, ... ] ) </syntaxhighlight>  
<syntaxhighlight lang="lua">bindKey ( player thePlayer, string key, string keyState, string function, string name, [ var aguments, ... ] ) </syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
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:*'''keyState:''' The state of the key that was pressed, ''down'' if it was pressed, ''up'' if it was released.
:*'''keyState:''' The state of the key that was pressed, ''down'' if it was pressed, ''up'' if it was released.
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
*'''name:''' The name for this key bind when it appears in the client's settings dialog.


===Optional Arguments===  
===Optional Arguments===  

Revision as of 23:20, 20 June 2007

Binds a player's key to a console command, which will be triggered when the key is pressed. Keys that are bound to actual keyboard keys are displayed and can be modified by the user from the settings window.

Syntax

bindKey ( player thePlayer, string key, string keyState, string function, string name, [ var aguments, ... ] ) 

Required Arguments

  • thePlayer: The player you wish to bind the key of.
  • key: The key or control you wish to bind to the command. See key names for a list of possible keys and control names for a list of possible controls.
  • keyState: A string that has one of the following values:
    • "up": If the bound key should trigger the function when the key is released
    • "down": If the bound key should trigger the function when the key is pressed
    • "both": If the bound key should trigger the function when the key is pressed or released
  • function: The function that will be triggered when the player's key is pressed. This function should have the form:
function functionName ( source, key, keyState, [ var arguments, ... ] )
The values passed to this function are:
  • source: The player who pressed the key
  • key: The key that was pressed
  • keyState: The state of the key that was pressed, down if it was pressed, up if it was released.
  • arguments The optional arguments you specified when calling bindKey (see below).
  • name: The name for this key bind when it appears in the client's settings dialog.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • arguments: Any arguments you may want to pass to the function when the key is pressed by the user. Any number of arguments of can be specified, each being passed to the designated function.

Example

Example 1: This example will bind a player's 'F1' key and 'fire' control to 1 input function.

addCommandHandler ( "bindme", "bindthekeys" )
function bindthekeys ( source )
  bindKey ( source, "F1", "down", "funcInput" ) -- bind the player's F1 down key
  bindKey ( source, "F1", "up", "funcInput" ) -- bind the player's F1 up key
  bindKey ( source, "fire", "both", "funcInput" ) -- bind the player's fire down and up control
end
 
function funcInput ( source, key, keyState )
  local state = "let go of"
  if ( keyState == "down" ) then
    state = "pressed"
  end
  outputChatBox ( getClientName ( source ) .. " " .. state .. " the " .. key .. " key!" )
end

See Also