Difference between revisions of "IsKeyPressed2"
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imported>DragoonWraith (OBSE) |
imported>DragoonWraith (messed up Note) |
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==Notes== | ==Notes== | ||
* Bear in mind that this function returns 1 for as long as the key is held down, so it's generally a good idea to trap the key and then wait until it is released, i.e.:<pre>if ( curKey && | * Bear in mind that this function returns 1 for as long as the key is held down, so it's generally a good idea to trap the key and then wait until it is released, i.e.: | ||
<pre>if ( curKey && isKeyPressed2 curkey ) ; key still being held down | |||
return ; wait until it's released | return ; wait until it's released | ||
else | else | ||
Line 71: | Line 72: | ||
endif | endif | ||
if ( | if ( isKeyPressed2 <keyCode> ) | ||
; do stuff | ; do stuff | ||
set curKey to <keyCode> | set curKey to <keyCode> |
Revision as of 12:40, 9 August 2006
A command for Oblivion Script Extender
Syntax:
IsKeyPressed2 key
Returns true if key is currently pressed down. Key values are DirectX scancodes, as opposed to IsKeyPressed's Windows header codes.
DirectX scancodes are typically in hexadecimal, but this function takes decimal values.
Notes
- Bear in mind that this function returns 1 for as long as the key is held down, so it's generally a good idea to trap the key and then wait until it is released, i.e.:
if ( curKey && isKeyPressed2 curkey ) ; key still being held down return ; wait until it's released else set curkey to 0 endif if ( isKeyPressed2 <keyCode> ) ; do stuff set curKey to <keyCode> endif