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 [SOLVED - DELETE ME!] Custom Key Bindings? 
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Joined: Mon Jun 22, 2009 3:16 am
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Post [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.


Last edited by superking208 on Tue Jun 23, 2009 3:02 am, edited 1 time in total.



Mon Jun 22, 2009 10:22 pm
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Post Re: Custom Key Bindings?
You realize you can set the key bindings in the Options menu when you load the game, right?

Just askin'


Mon Jun 22, 2009 10:25 pm
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Post 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.


Mon Jun 22, 2009 10:48 pm
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Post Re: Custom Key Bindings?
Oh, just poll UInput and run a command.

Run in something invincible.


Mon Jun 22, 2009 10:54 pm
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Post 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.


Tue Jun 23, 2009 1:43 am
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Post 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.


Tue Jun 23, 2009 1:45 am
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Post 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?


Tue Jun 23, 2009 1:48 am
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Post Re: Custom Key Bindings?
Add to a .lua file, add the line ScriptPath = whereveryouputthefile and repalce the things.


Tue Jun 23, 2009 2:18 am
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Post 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.


Tue Jun 23, 2009 2:39 am
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Post Re: Custom Key Bindings?
The script path line is added to an object.


Tue Jun 23, 2009 2:48 am
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Post 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...


Tue Jun 23, 2009 2:53 am
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