I’m using UIS to detect what a player is typing however I seem to be able to not detect i and o with UIS
can I see your code?
function TrackInputs()
TRACKTEXTCONNECTION = UIS.InputBegan:Connect(function(i)
if i.UserInputType == Enum.UserInputType.Keyboard then
wait(.05)
if ChantTextLabel.Text == "" and i.KeyCode == Enum.KeyCode.T then
else
local char = UIS:GetStringForKeyCode(i.KeyCode)
ChantTextLabel.Text = string.gsub(ChantTextLabel.Text,"_","")
ChantTextLabel.Text = ChantTextLabel.Text..char.."_"
end
end
end)
end
excuse me, what is this? (30s)
ah well its for disconnecting UIS
you’re detecting T key, is that why?
if you are trying to detect when you press “I” or “O”, you should check if i.KeyCode
is Enum.KeyCode.I
or Enum.KeyCode.O
if i.KeyCode == Enum.KeyCode.I or i.KeyCode == Enum.KeyCode.O then
...
The issue is i and o isn’t even registered as an input
are you saying i and o aren’t keycodes?
Yup when I pressed i and o my print didn’t go off
(the print that I deleted when I posted that code)
They are valid KeyCodes, I don’t know why you are saying it doesn’t work.
do you get any errors in the output?
Nope I have no clue why the input just isn’t registering
Can you show us your code when you test for I and O.
UIS.InputBegan:Connect(function(i)
print(i.KeyCode)
end)
I believe it’s because “i” and “o” are ways to zoom your camera in and out. I have had this same problem with shift when shift lock is on.
How would I fix this though? (30)
I don’t see why you would need those specific keys…why don’t you just use “K” and “L” instead?
Wouldn’t it only not work if they checked for GameProcessedEvent and returned. I’m pretty sure you’d be able to still detect input from reserved stuff.