View Single Post
06/03/15, 01:14 AM   #17
JohnnyKing94
 
JohnnyKing94's Avatar
Join Date: Mar 2015
Posts: 45
Originally Posted by ZOS_ChipHilseberg View Post
Have you tried making a new keybind layer, binding A to your new action and pushing it on when your scene is showing? That way all the other keys will fall through naturally.
What i asked was to intercept an existing keybinding... anyway if i make a keybind layer, can i assosiate an existing key already in use from another keybind?? If it is so, is it possible to make it from LUA without setting the keybind on the game??

Code:
Example
When my scene is opened, what i want is to block the propagation of an existing key and let the others propagate, example: my scene is opened, i want to block the Key J for the journal quest and let all the other keys propagate


if ( key==KEY_L )
    -- I call the functions of my addon
    -- I LET THE KEY PROPAGATES
else if ( key==KEY_P )
    -- I call the functions of my addon
    -- I DO NOT LET THE KEY PROPAGATES
    -- I close the scene
end if
I hope it is clear now, that's why i wanted the return false for the OnKeyDown and i'm still waiting

Last edited by JohnnyKing94 : 06/03/15 at 01:18 AM.
  Reply With Quote