Keybinding
Quote from Fracture on March 4, 2013, 9:02 pmi keep trying to bind certain keys and half the keys keep coming out saying key is unbound. IF IT'S NOT IN USE, I SHOULD BE ABLE TO BIND IT!!! >:(
i keep trying to bind certain keys and half the keys keep coming out saying key is unbound. IF IT'S NOT IN USE, I SHOULD BE ABLE TO BIND IT!!! >:(
Quote from portal2tenacious on March 4, 2013, 10:04 pmWell binding something for your map doesn't seem like a very good idea to me. I know a lot of people here have binds that help with mapping, I have many for speedrunning. I wouldn't be very happy if those were replaced with binds I would never use again
Well binding something for your map doesn't seem like a very good idea to me. I know a lot of people here have binds that help with mapping, I have many for speedrunning. I wouldn't be very happy if those were replaced with binds I would never use again
Quote from FelixGriffin on March 4, 2013, 10:35 pmFracture wrote:i keep trying to bind certain keys and half the keys keep coming out saying key is unbound. IF IT'S NOT IN USE, I SHOULD BE ABLE TO BIND IT!!! >:(It's because the quotes are causing a problem. The parameter to the servercommand is (iirc) wrapped in quotes when it's sent, so what's interpreted is just "bind z" or whatever.
Pack a CFG script with your map if you really HAVE to use keybinds and put them in there. But as Tenacious said it's not a good idea. I just discovered that Back-Stock rebound the "r" key and screwed up some of my scripts.
It's because the quotes are causing a problem. The parameter to the servercommand is (iirc) wrapped in quotes when it's sent, so what's interpreted is just "bind z" or whatever.
Pack a CFG script with your map if you really HAVE to use keybinds and put them in there. But as Tenacious said it's not a good idea. I just discovered that Back-Stock rebound the "r" key and screwed up some of my scripts.
Quote from Fracture on March 4, 2013, 11:14 pmcurses. someone in steam has to create an entity that can bind stuff like the playerproxy and game_ui cannot
curses. someone in steam has to create an entity that can bind stuff like the playerproxy and game_ui cannot
Quote from taco on March 4, 2013, 11:38 pmYou should find a way to let the player know that they need to bind a key manually - it's not elegant but it works and you'll avoid making people angry for overwriting their binds.
You should find a way to let the player know that they need to bind a key manually - it's not elegant but it works and you'll avoid making people angry for overwriting their binds.
Quote from portal2tenacious on March 5, 2013, 6:47 amnarsqrd wrote:My last resort would probably be kindly asking the player to open up the console and type in the thing themselves, but obviously that has its own drawbacks. I'm assuming more than half the playerbase has never used the console and it would ruin the whole immersive gameplay experience
Quote from CamBen on March 5, 2013, 10:16 amIf its going to be a big mappack and not just one map, I wouldn't mind too much if my binds were replaced. For example, if someone were to make a story about as big as portal 1 in portal2 with custom test ideas, I could see the point of rebinding a key.
If its going to be a big mappack and not just one map, I wouldn't mind too much if my binds were replaced. For example, if someone were to make a story about as big as portal 1 in portal2 with custom test ideas, I could see the point of rebinding a key.
Aperture Science: We do our science asbestos we can!
Quote from Fracture on March 5, 2013, 12:42 pmso far i got the playerproxy and gameui being used for control certain elements, I have the duck button being used to swap out 2 items. I did notice there was a output for flashlights, but i guess that only works in half-life
so far i got the playerproxy and gameui being used for control certain elements, I have the duck button being used to swap out 2 items. I did notice there was a output for flashlights, but i guess that only works in half-life