The reason I ask is:
I did a test to run a command to hold a keypress down.
When I press Keys: O
Press Down O Key
The result was in notepad, the 'O' key registered the trigger keypress to kick off the command, and then pressed the 'O' key one more time and then stopped: OO
So, based off of that, the 'O' key wasn't pressed down(held down) constantly to register something like OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.....
continuously.
SO.........
It'd seem in order to achieve the above I'd have to have some loop that would continue to run from the command, like:
Start Loop While : [{STATE_KEYSTATE:O}] Equals '1'
Press down O key
End Loop
Above is just crude, but if I press the O key the first time, the loop with kick off and constantly give me OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO....
If I press the O key again, there will be a 'release' action in there that will set the keystate to 0 which will break the loop.
I just wanted to:
#1: Find a way to have it so that when a command did the 'Press down Key', that it would not release it and keep it held down, to produce the OOOOOOOOOOOOOOOOOOOOOOOOOO........ UNTIL the key was unpressed/released. WITHOUT having to do a loop.
#2: REALLY REALLY want to find a way to prevent the hijacking of a key that's constantly pressed via a VoiceAttack command, to ONLY apply to the game if the game's internal chat window isn't open.
I suppose (since the 'ENTER' key kicks this off) I'd have to have a pause placed in all my commands to detect if the 'ENTER' key is pressed in order to be able to type normally in that text window until I exit it.
Since ENTER is also a carriage return, that subsequent ENTER may not exit the chat within the game (as a mouse click in the game itself could be use to take focus from the chat window).
Any creative suggestions on how to handle the above.
It'd really be awesome somehow to continue to send commands to have actions run in the game while one is still typing something in the chat window within the game!