PlayerModule : ButtonA is sinked to jumping

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.

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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.

3 Likes

Honestly me neither, it’s pretty disappointing as it is, you know, their own game. But if Roblox has such low standards that they won’t fix their own game, why bother developing for it?