When using the PlayerModule in my game I’ve noticed that if you try to use ButtonA for any custom usage it will not let you, so I did some digging.
local handleJumpAction = function(actionName, inputState, inputObject) self.isJumping = (inputState == Enum.UserInputState.Begin) return Enum.ContextActionResult.Sink end
I’ve found that in the Gamepad module that ButtonA is actually using the Enum.ContextActionResult.Sink, so I’ve gone ahead and fixed it.
Fixed Version:
local handleJumpAction = function(actionName, inputState, inputObject)
self.isJumping = (inputState == Enum.UserInputState.Begin)
return Enum.ContextActionResult.Pass
end
This will now let you use ButtonA for anything in you’re game while also still allowing you to jump; I don’t know if this will be useful to other players but I first noticed it when nothing would print in the output after using ButtonA. So, hopefully this was helpful to some that might need it.
Article:
> KeyCode.ButtonA is constantly sunk by the PlayerModule
EDIT: I actually did some research and this was already reported to as a bug but an admin reported on this matter and said it wasn’t going to get fixed, not even surprised.