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[SOLVED - DELETE ME!] Custom Key Bindings? http://868000.nnhp.asia/viewtopic.php?f=72&t=15496 |
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Author: | superking208 [ Mon Jun 22, 2009 10:22 pm ] |
Post subject: | [SOLVED - DELETE ME!] Custom Key Bindings? |
Alas, I come to you for assistance once again, though not for a problem with Cortex Command, but a question for anyone that knows their way around this console: Is there a console command for CC like the Source Engine's [bind <key> "command"]? If you don't know what I'm talking about I can get a screenshot from Half-Life 2 or something. Thanks in advance. |
Author: | ProjektTHOR [ Mon Jun 22, 2009 10:25 pm ] |
Post subject: | Re: Custom Key Bindings? |
You realize you can set the key bindings in the Options menu when you load the game, right? Just askin' |
Author: | superking208 [ Mon Jun 22, 2009 10:48 pm ] |
Post subject: | Re: Custom Key Bindings? |
Yes, but I'm not talking about movement keys and such; I was hoping to bind a console command to a key. |
Author: | mail2345 [ Mon Jun 22, 2009 10:54 pm ] |
Post subject: | Re: Custom Key Bindings? |
Oh, just poll UInput and run a command. Run in something invincible. |
Author: | superking208 [ Tue Jun 23, 2009 1:43 am ] |
Post subject: | Re: Custom Key Bindings? |
mail2345 wrote: ...poll UInput...Run in something invincible... While I thank you for saving my newbie hide again, I have absolutely no idea what you are talking about. |
Author: | mail2345 [ Tue Jun 23, 2009 1:45 am ] |
Post subject: | Re: Custom Key Bindings? |
Code: function Update(self) if UInput:KeyHeld(<repalcewithnumberofkey>) then <insertcodehere> end end Should do the trick. Key numbers are A = 1, B = 2, Z =26, ect. |
Author: | superking208 [ Tue Jun 23, 2009 1:48 am ] |
Post subject: | Re: Custom Key Bindings? |
I'm sorry, I am a complete novice to Lua. How do I use this? EDIT: To clarify, are these console commands, or do I need to save it as an .rte? |
Author: | mail2345 [ Tue Jun 23, 2009 2:18 am ] |
Post subject: | Re: Custom Key Bindings? |
Add to a .lua file, add the line ScriptPath = whereveryouputthefile and repalce the things. |
Author: | superking208 [ Tue Jun 23, 2009 2:39 am ] |
Post subject: | Re: Custom Key Bindings? |
Now, I'm sure I did it wrong, because it didn't work. I saved 0keys.lua to #Cortex Command#/Base.rte/Scenes/Scripts, just because there are other scripts here. The contents are as follows: Code: ScriptPath = /Base.rte/Scenes/Scripts function Update(self) if UInput:KeyHeld(14) then ActivityMan:GetActivity():SetTeamFunds(1000000000,0) end end I'm trying to bind that command I asked you about in the other thread to the N key, by the way. |
Author: | mail2345 [ Tue Jun 23, 2009 2:48 am ] |
Post subject: | Re: Custom Key Bindings? |
The script path line is added to an object. |
Author: | superking208 [ Tue Jun 23, 2009 2:53 am ] |
Post subject: | Re: Custom Key Bindings? |
Oh. Wow. I am an idiot. Thank you, I think I've got it now. EDIT: It worked, and though I realized I could just make that object cost negative gold, that doesn't seem to work in multiplayer anyway, so once again: thank you. If a mod reads this, delete this thread! It's an obvious thing that anyone could figure out, and it probably doesn't need to be here... |
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