Controlled Posted August 2, 2014 Posted August 2, 2014 No matter what I do, I can't get getKeyState to work at all. I've been trying to work with Synced Fires community script and getKeyState makes the script not work. Returns false each time. if getKeyState("mouse1") == true or getKeyState("mouse2") == true then Thats the line. And no matter what it returns false... Theres got to be a reason, right?
Bonsai Posted August 2, 2014 Posted August 2, 2014 When are you using the function? It only checks once. Its not like onClientKey.
Max+ Posted August 3, 2014 Posted August 3, 2014 No matter what I do, I can't get getKeyState to work at all.I've been trying to work with Synced Fires community script and getKeyState makes the script not work. Returns false each time. if getKeyState("mouse1") == true or getKeyState("mouse2") == true then Thats the line. And no matter what it returns false... Theres got to be a reason, right? it's when the player press the button it wont check every time only when he press .
Controlled Posted August 3, 2014 Author Posted August 3, 2014 Its checking this onClientRender. It checks the key and if its being pressed it continues. Is that the right way to use it?
Max+ Posted August 3, 2014 Posted August 3, 2014 Its checking this onClientRender. It checks the key and if its being pressed it continues.Is that the right way to use it? What are you trying to do here ?
Et-win Posted August 3, 2014 Posted August 3, 2014 Its checking this onClientRender. It checks the key and if its being pressed it continues.Is that the right way to use it? Why don't you test it by yourself? Then you know or it is the right way to do it. (If it works) Put an 'outputChatBox' in to check or it's right.
Addlibs Posted August 3, 2014 Posted August 3, 2014 test with onClientRender + dxDrawText(tostring(getKeyState( --[[whatever you want]] )), 0, 0) -- draws at top left corner
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