BindKey
Jump to navigation
Jump to search
Binds a player's key to a console command, which will be triggered when the key is pressed.
Syntax
bindKey ( player thePlayer, string key, [ string keyState ], string command, [ string arguments ] )
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.
- command: The command that will be triggered when the player's key is pressed. See Control names for a list of GTA keys that can be used.
Optional Arguments
- keyState: A string containing the word "up" or "down" determining when the binded command will be called. Defaults to "down" if not specified.
- arguments: Any arguments you may want to pass to the command handler when the key is pressed by the user.
Example
Example 1: This example will bind a player's 'F1' key to a pair of console command.
addCommandHandler ( "bindme", "bindthekeys" ) function bindthekeys ( source ) bindKey ( source, "F1", "down", "keydown" ) -- bind the player's F1 down key bindKey ( source, "F1", "up", "keyup" ) -- bind the player's F1 up key end addCommandHandler ( "keydown", "funKeydown" ) function funKeydown ( source ) outputChatBox ( getClientName ( source ).." pressed the F1 key" ) end addCommandHandler ( "keyup", "funcKeyup" ) function funcKeyup ( source ) outputChatBox ( getClientName ( source ).." let go of the F1 key" ) end
Example 2: This example will bind a player's handbrake key to a console command. This takes advantage of the fact you can bind a key to a controller function, so that whatever key the player has bound locally this will work. This allows reliable notification as to when the player is pressing a particular key in-game. An easier, lower bandwidth but less reliable method is to use getControlState.
addEventHandler ( "onPlayerJoin", getRootElement(), "playerJoin" )
function playerJoin ()
bindKey ( source, "handbrake", "down", "handbrakePressed", "1" )
bindKey ( source, "handbrake", "up", "handbrakePressed", "0" )
end
addCommandHandler ( "handbrakePressed", "handbrakePressed" )
function handbrakePressed ( source, commandName, isDown )
if ( isDown == "1" )
outputChatBox ( getClientName ( source ) .. " is using the handbrake!" )
else
outputChatBox ( getClientName ( source ) .. " has stopped using the handbrake!" )
end
end
Example 3: This example shows how you can support moddifier keys, i.e. two keys held at once.
addEventHandler ( "onPlayerJoin", getRootElement(), "playerJoin" )
function playerJoin ()
bindKey ( source, "lshift", "down", "keyPressed", "lshiftKey", "1" )
bindKey ( source, "lshift", "up", "keyPressed", "lshiftKey", "0" )
bindKey ( source, "q", "down", "keyPressed", "qKey", "1" )
bindKey ( source, "q", "up", "keyPressed", "qKey", "0" )
end
-- Called when either of the two bound keys are pressed
addCommandHandler ( "keyPressed", "keyPressed" )
function keyPressed( source, commandName, keyName, isDown )
setElementData ( source, keyName, isDown )
end
-- Call this function every 100ms to check for players keys. Could be sped up by
-- caching the players table and updating that only onPlayerJoin and onPlayerQuit.
setTimer ( "keyProcess", 100, 0 )
function keyProcess ( )
players = getElementsByType ( "player" )
for playerKey, playerValue in players do
checkPlayerKeys ( playerValue )
end
end
-- Called for each player to check if they're pressing shift + q
function checkPlayerKeys ( thePlayer )
if ( getElementData ( thePlayer, "lshift" ) == 1 and getElementData ( thePlayer, "q" ) == 1 ) then
outputChatBox ( thePlayer, "Shift + Q pressed!" )
end
end
See Also
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey