Custom camera key configuration

Custom camera key configuration

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reprisal
Posts: 2
Joined: 13 Nov 2005, 21:16

Custom camera key configuration

Post by reprisal »

Okay, here's all I want to do: use WASD etc. keys instead of the arrow keys to move the camera around. So, I went into the uikeys file and adjusted them there. Only problem being that WASD are effectively off-limits due to the unchangeable(?) hotkeys for attack, etc. (You can change them but all hell breaks loose when trying to control units) Why can't (can I?) I also change those hotkeys? It's a little silly to be able to change half keys without being able to change the other half. Ideally I'll be able to control the camera as easily as I could in Myth:TFL, anything less and I probably won't be satifsfied.

Any solutions/workarounds? Or do I have to play with arrow keys/not play at all? I *really* don't like the default config.

Thanks, John
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

errr i use the mouse mate u might want to try that. hold shift to speed it up
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'm reasonably sure you have some control over those hotkeys... There should be a binds text file somewhere where you can edit that stuff.

I'll stick to my arrow keys however.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well I looked at the uikeys.txt file, and there is actualy no bind 'a' to attack or whatever. I was going to be helpfull and post an example of a WASD camera system with re-bound attack controls, but I cant find them! I can see why people have trouble editing it...

Anyways, just bind the camera to another key-set like IJKL for now, or stick it out like the rest of us and lower yourself to the primitive arrow keys.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The camera modes are each programmed seperately and switched by a cotnroller class.
reprisal
Posts: 2
Joined: 13 Nov 2005, 21:16

Post by reprisal »

Unfortunately it seems that enough of the letter keys that could be used in place of wasd are bound to something unchangeable to make customization impossible (I didn't test everything but k, g, m, a, and e at least are taken, making IJKL or something also impossible). Bleh. Is this something I can request as a feature? User-configurable key binds on things like "cloak" is something obvious and presumably easy.

Unless these things actually *are* editable and nobody knows how, that is...

John
whitelynx
Posts: 1
Joined: 31 Dec 2005, 22:28

Post by whitelynx »

I've also wanted to do a similar thing. (only I use ESDF instead of WASD) I've gotten it to bind things like Attack and DGun to other keys, but apparently the original keybindings are still present, which interferes with scrolling. Basically I need to deselect everything before I can safely move the viewport down or left, unless I right-click on the minimap. How much work would it be to move these keybindings into the actual uikeys.txt file instead of having them hard-coded?

Here's a snippet of my key file, for how I managed to make new Attack and DGun bindings:

bind 'r' attack
bind 'v' DGun

Apparently the commands are case-insensitive, and I was able to guess some of them. However, there are more commands I'd like to map to keys, and I don't know what the commands are... Is there a list of commands somewhere on the wiki that I can refer to? If not, I'm going to try getting the source and poking around until I can find some commands, then create a wiki page containing them.

Dave
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The source will be the only way. The uikeys.txt is basically undocumented. But all this should be fixed in the new GUI which will be coming out in an update or two.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Maelstrom wrote:The source will be the only way. The uikeys.txt is basically undocumented. But all this should be fixed in the new GUI which will be coming out in an update or two.
Will it? Where did you hear that? I was under the impression it was at least half a year away, cause they were having trouble running for some reason or another.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

2 updates = half a year anyways.
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