Originally Posted by ZOS_ChipHilseberg
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.
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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