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Need help binding keys that make GUI's visible using ContextActionService.. Help?

Asked by 8 years ago

Here's the script. I don't know why it isn't working, but it may have to do with the fact that I'm including two "inputObject"s.

local player = game.Players.LocalPlayer

function onKeyPress(actionName, userInputState, inputObject) if userInputState == Enum.UserInputState.Begin then if inputObject == Enum.KeyCode.Z then print("Inventory being accessed...") player.PlayerGui.Inventory.Frame.Visible = true elseif inputObject == Enum.KeyCode.X then print("This isn't implemented yet! :o") end end end

game.ContextActionService:BindAction("keyPress", onKeyPress, false, Enum.KeyCode.Z or Enum.KeyCode.X)

This is new to me, so assistance is greatly appreciated!! -kon

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Answered by 8 years ago

But nevermind my comment, I still want to help you. (Btw, Code block is a blue Lua button on top when you are asking a question)

You are checking if inputObject == Enum.KeyCode.Z then While inputObject does have a variable associated to it that holds the KeyCode, you must access it first, like this:

if inputObject.KeyCode == Enum.KeyCode.Z then 

You are also trying to bind multiple keys to a single function. To do this, you actually have to bind the whole keyboard, like this:

game.ContextActionService:BindAction("keyPress", onKeyPress, false, Enum.UserInputType.Keyboard)

Everything else seems good, so if you have no more errors in code that you didn't post, this should work.

Hope this helped.

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