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[Tutorial] Monitoring every key - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html) +--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html) +--- Thread: [Tutorial] Monitoring every key (/Thread-Tutorial-Monitoring-every-key.html) Pages:
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Monitoring every key - Pozzuh - 08-07-2011 1. Make a new .gsc file and put this in it. Make sure to thread it and put it in your mod.csv! Code: #include maps\mp\_utility;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onMenuResponse();
}
}
onMenuResponse()
{
self endon("disconnect");
for(;;)
{
self waittill("menuresponse", menu, response);
if(response=="button_b")
{
//add what the button should do here
continue;
}
if(response=="button_p")
{
//add what the button should do here
continue;
}
//add more buttons in the same way
}
}3.Open the file and search for "onopen" (without the "s). 4.above the line "if(IsInGame())" in the onOpen brackets add: Code: execNow "bind2 b openscriptmenu z button_b; bind2 p openscriptmenu z button_p;";
//add more buttons in the same wayMake sure to include everything in your mod.csv and compile your mod. If you used this give me, Pozzuh, credits. Good luck! RE: Monitoring every key - SuperNovaAO - 08-07-2011 Better use a switch(...) Monitoring every key - Lemon - 08-07-2011 pussuh
RE: Monitoring every key - Yamato - 08-07-2011 Likes this.
RE: Monitoring every key - Lemon - 08-07-2011 Does f1, f2... work? RE: Monitoring every key - Pozzuh - 08-07-2011 yes they do RE: Monitoring every key - AZUMIKKEL - 08-07-2011 Nice one pussuh RE: Monitoring every key - OrangePL - 08-07-2011 Yamato would say tastic job
RE: Monitoring every key - Lost4468 - 08-08-2011 Wow, this is awesome. RE: Monitoring every key - Cyborgking - 07-07-2012 Something I just found out, when you go into a gunship or use an RC-XD these keys get unbind. |