0::w
1::Send, {w down}d{w up}
2::Send, {w down}{w up}
3::Send, {w down}{d down}{w up}{d up}
4::Send w
The game(this game is a special case) i testing will accept 0 as w just like native. (All key state)
For 1, it kind of recognize it as a tap, maybe... It got a hard time to output W or D when you are holding 1.
2-4 doesn't work at all
There are two questions i want to ask
1. What is the different between "Key::Key" and Send (0::w VS 0::send w)
2. Is "Key::Key" only can output one key only? Can it be more than one and how ?
thks
Question about send...
Re: Question about send...
Hallo,
1. What is the different between "Key::Key" and Send (0::w VS 0::send w)
https://www.autohotkey.com/docs/misc/Remap.htm#remarks
When a script is launched, each remapping is translated into a pair of hotkeys. For example, a script containing
actually contains the following two hotkeys instead:
2. Is "Key::Key" only can output one key only? Can it be more than one and how ?
Try:a can output b & c
or (not recommended!)a can output b & c & d
1. What is the different between "Key::Key" and Send (0::w VS 0::send w)
https://www.autohotkey.com/docs/misc/Remap.htm#remarks
When a script is launched, each remapping is translated into a pair of hotkeys. For example, a script containing
Code: Select all
a::b
Code: Select all
*a::
SetKeyDelay -1 ; If the destination key is a mouse button, SetMouseDelay is used instead.
Send {Blind}{b DownR} ; DownR is like Down except that other Send commands in the script won't assume "b" should stay down during their Send.
return
*a up::
SetKeyDelay -1 ; See note below for why press-duration is not specified with either of these SetKeyDelays.
Send {Blind}{b up}
return
Try:
Code: Select all
#InputLevel, 1
a::b
#InputLevel, 0
~b::c
or (not recommended!)
Code: Select all
#MaxHotkeysPerInterval, 200
#InputLevel, 2
a::b
#InputLevel, 1
~b::c
#InputLevel, 0
~c::d
Re: Question about send...
Thks for the reply, it is helpful