OnPlayerKeyBinding
A player pressed or let go of a key the mode declared.
name is always one the mode declared with RegisterKeyBinding - a press of any other name is dropped by the server -
and it comes whichever physical key the player has bound to it. pressed is true when the key went down and false
when it came up. A held key is reported down once and up once (its repeats are not sent), and the game lets go of every
key it holds when its window loses the focus. A modified game or a reload of the mode between the press and the release
can still break that pairing, so a mode that must not act twice, or must not leave something on, keeps its own record of
who is holding what.
The press is the player’s game’s word: a modified game may send presses of a registered name that no key made. Use a binding to ask for something the player may do anyway, and check the rest as you would any input from a player.
Syntax
Section titled “Syntax”function OnPlayerKeyBinding(pid, name, pressed) -- ...end| Parameter | Type | |
|---|---|---|
pid |
number | the player |
name |
string | the binding’s name, as the mode declared it |
pressed |
boolean | true when the key went down, false when it came up |
Returns
Section titled “Returns”nothing
Example
Section titled “Example”local whistled = {}
function OnPlayerKeyBinding(pid, name, pressed) if name == "horse.whistle" and pressed and not whistled[pid] then whistled[pid] = true callHorse(pid) SetTimer(function() whistled[pid] = nil end, 5000, false) -- once every five seconds endendSee also
Section titled “See also”RegisterKeyBinding · the Key bindings group of the index
