<<
bind DPAD_DOWN "+actionslot 2; set THIS_IS_AN_EXAMPLE 1"
bind DPAD_UP "+actionslot 2; set THIS_IS_AN_EXAMPLE 2"
bind DPAD_RIGHT "+actionslot 2; set THIS_IS_AN_EXAMPLE 3"
bind DPAD_LEFT "+actionslot 2; set THIS_IS_AN_EXAMPLE 4"
if(getDvar("THIS_IS_AN_EXAMPLE") == 1) self notify ("Pressed_Down");
else if(getDvar("THIS_IS_AN_EXAMPLE") == 2) self notify ("Pressed_Up");
. You set activeAction to run bind commands and execute other custom dvars. Then those dvars will be set to 1. You have a loop listening that sets to 0 and does a notify. Only bad thing is how they must be given to another player as its not practical..
...
<<
bind DPAD_DOWN "+actionslot 2; set THIS_IS_AN_EXAMPLE 1"
bind DPAD_UP "+actionslot 2; set THIS_IS_AN_EXAMPLE 2"
bind DPAD_RIGHT "+actionslot 2; set THIS_IS_AN_EXAMPLE 3"
bind DPAD_LEFT "+actionslot 2; set THIS_IS_AN_EXAMPLE 4"
if(getDvar("THIS_IS_AN_EXAMPLE") == 1) self notify ("Pressed_Down");
else if(getDvar("THIS_IS_AN_EXAMPLE") == 2) self notify ("Pressed_Up");
. You set activeAction to run bind commands and execute other custom dvars. Then those dvars will be set to 1. You have a loop listening that sets to 0 and does a notify. Only bad thing is how they must be given to another player as its not practical..
...
. You set activeAction to run bind commands and execute other custom dvars. Then those dvars will be set to 1. You have a loop listening that sets to 0 and does a notify. Only bad thing is how they must be given to another player as its not practical..
...
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