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Hotkeys..

 
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daspamer
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PostPosted: Fri Apr 19, 2013 6:52 am    Post subject: Hotkeys.. Reply with quote

Couldn't doubt post in the last thread so making a new one.

I have made hotkeys for quick stats changing.
how can I enable/disable hotkeys usage, or destroy&re-create them when user opens some menu or editing editbox text?

Code:

function test()
print(1)
object_destroy(a)
end
a = createHotkey(test,VK_1)

This does not work, it causes C.E to freeze

or is there any way to do so without using timers? (checking if hotkey is pressed).
I don't want to slow down the game, using multiply timers makes the game/PC sometimes to freeze (I made few weeks ago an teleport hack which makes game to freeze for few seconds after few minutes)

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Gniarf
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PostPosted: Fri Apr 19, 2013 7:53 am    Post subject: Reply with quote

Something like that:
Code:
HotKey1Enabled = true;

function test()
  if (HotKey1Enabled) then
    print(1)
    HotKey1Enabled = false;
  end
end
createHotkey(test,VK_1)

And don't forget to set HotKey1Enabled to true "when user opens some menu or [edits] editbox text".
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daspamer
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PostPosted: Fri Apr 19, 2013 8:32 am    Post subject: Reply with quote

Will I be able to destroy it?
My project loads lua extensions from my server, and runs the trainers.
But user will be able to open multiply trainers, so I don't want that hotkeys will get messed up.

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Gniarf
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PostPosted: Fri Apr 19, 2013 9:33 am    Post subject: Reply with quote

Flash hacker wrote:
Will I be able to destroy it?
Nope (erm, unless you close CE).

If you want to handle the deallocation I suggest keeping track of all created hotkeys in an array, and freeing the hotkey array when initializing a new trainer, like in the example below.
I requires that you keep the same name for the hotkey array in all trainers.

Code:
--declare the hotkey array of needed
if (HotKeys==nil) then
   HotKeys={}
end

--deallocate hotkeys if any
function ClearHotkeys()
  print("We had "..table.getn(HotKeys).." hotkeys")
  if (HotKeys~=nil) then
     for i=0 , table.getn(HotKeys) do
         object_destroy(HotKeys[i]);
         HotKeys[i]=nil;
     end
  end
end
ClearHotkeys(); --call that when initializing a new trainer

--register new hotkeys
function HotKey_VK_1()
  print(1)
end
HotKeys[table.getn(HotKeys)+1]=createHotkey(HotKey_VK_1,VK_1);


Aside that, I don't see why you'd want to have, and don't recommend having a hotkey self-destroy. If you somehow need it to work only once, use an enable/disable flag instead.
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daspamer
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PostPosted: Fri Apr 19, 2013 9:46 am    Post subject: Reply with quote

Looks good, thanks.

And I need it to work until closed.
There some game and I edit skill stats, I don't find anything&anyhow to cmp with (Its an flash game), so I use hotkeys to tweak between damage values,
But I also need these hotkeys for teleport trainers.
when user closes the trainer I disable scripts (dealloc) and destroy the scripts. (object_destroy .. ).
So if the hotkey will remain, it will try to write into not-vaild address an value.
Which will result in LUA engine errors.

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