fire.inputBinding
The `Fire` control of the `weapon` input map: a button control bound on every device class (keyboard and mouse, gamepad and touch), which activation requires of every control. It builds its bindings with `@builtin::modules.zinput.bindings`.
fire
The Fire control of the weapon input map: a button control bound on every device class
(keyboard and mouse, gamepad and touch), which activation requires of every control. It builds its
bindings with @builtin::modules.zinput.bindings.
FlashFire reads it through the map: once the map is active, pressing fire fires one shot and
starts held fire at the component's rate, and releasing it ends the held fire.
Bindings
| Field | Value |
|---|---|
label | "Fire" |
kind | "button" |
kbm | B.mouse("left"): the left mouse button |
gamepad | B.padButton("right_trigger"): the right trigger |
touch | B.touchButton({ zone = "right-lower", priority = 5 }): a touch button in the right-lower zone, priority 5 |
B is require("@builtin::modules.zinput.bindings").
Scoped to this part · feeds back into the world's score.