The issue here stems from the fact that when you pass self:SomeRandomFunction as a parameter, you are not correctly binding the function with its context (self). Instead, you need to bind the function to the module’s context explicitly. Below is a step-by-step solution:
Store the Function Reference: Ensure that the function reference is stored correctly. You can use a local function within the module to bind the function correctly.
Use an Anonymous Function: Use an anonymous function with the correct context to pass to BindAction.
Here’s an example solution:
local randomModuleScript = {}
-- Define your function within the module
function randomModuleScript:SomeRandomFunction(actionName, inputState, inputObject)
print("Function called with action:", actionName)
-- Your function code here
end
-- Function to bind inputs
function randomModuleScript:BindInputs()
local contextActionService = game:GetService("ContextActionService")
-- Bind the action with an anonymous function to maintain context
contextActionService:BindAction("SomeRandomName", function(actionName, inputState, inputObject)
self:SomeRandomFunction(actionName, inputState, inputObject)
end, false, Enum.KeyCode.E) -- Example key binding, adjust as necessary
end
return randomModuleScript
why
Defining the Function:
SomeRandomFunction is defined within the module.
Binding the Function:
In BindInputs, ContextActionService:BindAction is used.
Instead of directly passing self:SomeRandomFunction, an anonymous function is used to wrap the call to self:SomeRandomFunction.
This anonymous function maintains the correct self context when SomeRandomFunction is called.
Usage:
When you want to use this module, you simply call BindInputs on an instance of the module:
local myModule = require(path.to.randomModuleScript)
myModule:BindInputs()