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C# disable steering control with DisableControlThisFrame(...) in OnTick(...)


thelorizz
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Hello guys, sorry for the double post, wrong section and I can't remove the topic...

How can I disable those 2 keys? I need to do a drag script NFS style and I need to get the control over those controls (eheh wordplaying)

 

I tried those:

Game.DisableControlThisFrame(0, GTA.Control.MoveLeft);
Game.DisableControlThisFrame(0, GTA.Control.VehicleMoveLeft);

but they don't work, even with the first parameter set at 2, I can disable every other control and if I use DisableAllControlThisFrame it disables all, so it must be a control.

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Not working

 

Are you looping the two functions?

If it's not on a tick, it will remain enabled.

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Not working

 

Are you looping the two functions?

If it's not on a tick, it will remain enabled.

 

As I said those are the only controls I can't disable. And yes I'm looping it each tick

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As I said those are the only controls I can't disable. And yes I'm looping it each tick

I'm pretty sure the indices are messed up in shvdn v2.

You'll have to do this:

Game.DisableControlThisFrame(2, (GTA.Control)59);

By the way, InputGroup 0 is only Mouse & Keyboard:

0 = Mouse & Keyboard

1 = Gamepad

2 = Both 0 & 1

Edited by sollaholla
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As I said those are the only controls I can't disable. And yes I'm looping it each tick

I'm pretty sure the indices are messed up in shvdn v2.

You'll have to do this:

Game.DisableControlThisFrame(2, (GTA.Control)59);

By the way, InputGroup 0 is only Mouse & Keyboard:

0 = Mouse & Keyboard

1 = Gamepad

2 = Both 0 & 1

 

Thanks! It works, also 60 is the index of VehicleMoveRight

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Thanks! It works, also 60 is the index of VehicleMoveRight

 

I used 59 because 59 is VEH_MOVE_LR, so it's both movements.

Edited by sollaholla
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  • 4 weeks later...

 

As I said those are the only controls I can't disable. And yes I'm looping it each tick

I'm pretty sure the indices are messed up in shvdn v2.

You'll have to do this:

Game.DisableControlThisFrame(2, (GTA.Control)59);

By the way, InputGroup 0 is only Mouse & Keyboard:

0 = Mouse & Keyboard

1 = Gamepad

2 = Both 0 & 1

 

 

I have just tried to use those indexes to differentiate between gamepad and keyboard inputs but no matter what index I use, the gamepad always returns true. Which makes me wonder if they actually do anything at all... or does everything just return true regardless of what those are set to?

 

I mean, I notice Map Editor always uses index 0 for control inputs and works fine with mouse/keyboard and gamepad. Yet according to that list, 0 should just be for mouse and keyboard.

 

Edit: NVM, I have no idea what's going on with these values. :(

Edited by Guest
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I have just tried to use those indexes to differentiate between gamepad and keyboard inputs but no matter what index I use, the gamepad always returns true. Which makes me wonder if they actually do anything at all... or does everything just return true regardless of what those are set to?

 

I mean, I notice Map Editor always uses index 0 for control inputs and works fine with mouse/keyboard and gamepad. Yet according to that list, 0 should just be for mouse and keyboard.

 

Edit: NVM, I have no idea what's going on with these values. :(

Try checking Game.InputMode before using the 2 index, for some reason this happened to me a while ago but I can't for the life of me figure out why.

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