Vexedly
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| Joined: 15 Sep 2006 |
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wazap
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Vexedly
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duckwit
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| Joined: 08 Aug 2008 |
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| 06 Feb 2014 10:28 AM |
Do you mean that you want "a" to trigger a different key press? If this is the case then just make a function that makes all the keys to other ones via a table, of sorts.
map = {"a" = "b", "b" = "c", "c" = d}
function MapKey(key) return map(key) end
Easy enough, right? |
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Vexedly
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Vexedly
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lolb3
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| Joined: 16 Jan 2010 |
| Total Posts: 2268 |
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| 06 Feb 2014 05:53 PM |
| rewrite the character moving system and don't bind a |
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Vexedly
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maxomega3
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| Joined: 11 Jun 2010 |
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| 06 Feb 2014 06:59 PM |
| What do you expect? You ask for theory, you get theory. You post script, you get modified script. |
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Vexedly
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| Joined: 15 Sep 2006 |
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| 06 Feb 2014 07:49 PM |
| You could destroy the Controllers in the ControllersService and see if that works. |
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duckwit
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| Joined: 08 Aug 2008 |
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| 07 Feb 2014 09:34 AM |
What do you mean it didn't work? Do you want to stop certain keys from firing the event(s) or treat certain keys as different ones?
The key re-mapping will work perfectly fine, it won't allow you to stop the events from firing in the first place though.
What you need to do is exchange the key that you receive from the events for the mapped ones using the function I mentioned before: (Also I made some typos when I wrote it, I'd assumed you'd be able to work them out...)
map = {a = "b", b = "c", c = "d"}
function MapKey(key) return map[key] end
mouse.KeyDown:connect(function(key) print(MapKey(key)) end)
It works for me :)
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Vexedly
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