Button Monitoring - 505e06b2/MW2-GSC-Documentation GitHub Wiki

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player notifyOnPlayerCommand( <event>, <command> )

Create an event for when the player sends the specified command

onPlayerConnect() {
	while(true) {
		level waittill("connected", player);
		player notifyOnPlayerCommand("menu_open", "+actionslot 1"); //N / D-pad Up
		player notifyOnPlayerCommand("menu_up", "+actionslot 1"); //N / D-pad Up - these 2 won't interfere, and can make things easier
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned() {
	self endon("disconnect");

	while(true) {
		self waittill("spawned_player");
		self thread menu_think();
	}
}

_think() {
	self endon("disconnect");
	self endon("death");

	while(true) {
		self waittill("menu_open");
		self iPrintLn("Pressed Dpad-Up!");
	}
}

player attackButtonPressed( )

player adsButtonPressed( )

player useButtonPressed( )

player meleeButtonPressed( )

player fragButtonPressed( )

player secondaryOffHandButtonPressed( )

Returns a boolean that's true if the button is pressed - a rather limiting choice, but can still be occasionally useful

onPlayerConnect() {
	while(true) {
		level waittill("connected", player);
		player thread onPlayerSpawn();
	}
}

onPlayerSpawn() {
	self endon("disconnect");

	while(true) {
		self waittill("spawned");
		self thread _think();
	}
}

_think() {
	self endon("disconnect");
	self endon("death");

	while(true) {
		if(self attackButtonPressed())           self iPrintLn("[{+attack}]");
		if(self adsButtonPressed())              self iPrintLn("[{+toggleads_throw}] or [{+speed_throw}]");
		if(self useButtonPressed())              self iPrintLn("[{+usereload}] or [{+activate}]");
		if(self meleeButtonPressed())            self iPrintLn("[{+melee}]");
		if(self fragButtonPressed())             self iPrintLn("[{+frag}]");
		if(self secondaryOffHandButtonPressed()) self iPrintLn("[{+smoke}]");

		wait 1/30; //30fps
	}
}
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