inputAction: Difference between revisions
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| Return the state of input devices mapped to given input action. | | Return the state of input devices mapped to given input action. | ||
<br> | <br> | ||
For | For Arma 3 inputActions see: [[{{PAGENAME}}/actions]]. | ||
<br> | <br> | ||
For Arma 3 inputActions bindings see: [[{{PAGENAME}}/actions/bindings]]. | |||
<br> | |||
For earlier Arma editions see [[:Category:Key Actions]]. |= Description | |||
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Revision as of 16:16, 22 June 2014
Description
- Description:
- Return the state of input devices mapped to given input action.
For Arma 3 inputActions see: inputAction/actions.
For Arma 3 inputActions bindings see: inputAction/actions/bindings.
For earlier Arma editions see Category:Key Actions. - Groups:
- Uncategorised
Syntax
Examples
- Example 1:
inputAction "leanLeft"
Returns 1 if the button mapped to "leanLeft" is pressed currently else 0.- Example 2:
[] spawn { waitUntil {inputAction "reloadMagazine" > 0}; hint "Reload Key Pressed"; };
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on 07:38, 15 October 2010 (CEST)
- Worldeater
- This command also returns values other than 0 and 1 (like 0.02 or 1.3). Any value greater than zero usually signals that the key or button is pressed. inputAction does not work reliably when used in RscDisplayMission's onKeyDown event handler (the same is probably true for other input related event handlers).
Bottom Section
- Posted on May 8, 2014 - 15:18 (UTC)
- FlannelMouth
- inputAction does not return the actual state of the queried key when a dialog screen is open. Instead, it will always return 0.