Improved Keybind System Mod
fsfod
uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<a href="http://www.fsfod.vivaciti.net/files/keybinds.zip" target="_blank">Download Link</a>
Features
<ul><li>Commander Specific Bindings Added including Select idle worker, View Scrolling, Drop ammo/Drop health(these will work even if you don't have a cc selected but you need to have a cc as one of hotkey groups) binds, these binds can be bound to the same key as any non commander bind like your normal movement keys without issue. If any of a selected objects hotkeys clash with a commander keybind you will have to
hold shift when using the hotkey(will probably added an option to switch this around).</li><li>Commander move to hotkey group behavior is now better you now need to double tap the hotkey if the group is not currently selected to move to it instead of the old error prone way of holding the key slighly longer</li><li>Old ns1 Favorites F1(join marines),F2(join alien),F3(random team),F4(ready room) are back, if you have something else already bound to these keys you will have to go manually bind them</li><li>"bind" console command added, binds a key to a console command or to a normal bind</li><li>Auto unbinding of conflicting key when setting a keybinds key in the bindings option page</li><li>Open Feedback key can now be rebound, its default is now F5 if its free. The feedback overlay will also instantly update to show what the current the feedback keybind is.</li></ul>
Fixed Games Bugs
<ul><li>You no longer shoot/attack when clicking close in a buy menu</li></ul>
Installing and Using
<blockquote>To use this mod copy keybinds.zip to your natural selection 2 directory and create a shortcut to ns2.exe then open the shortcuts properties and
add "-game keybinds.zip" without the quotes to the end of the target path. When you run the game for first time with this mod active. the mod will make copies
your keybinds and these duplicates are then used and modified by this mod. The <b>originals will never be touched</b> so can run the game without this mod active and your keybinds
will behave like they normally did.</blockquote>
Implementation notes:
<blockquote>This mod uses the SendKeyEvent event that was added recently. The KeybindMapper class maps the key events to a keybind action it also
recreate the engines behavior for Move.commands, Move.move and Move.hotkey and feeds it back in by hooking the OverrrideInput function of the local client
entity. The KeybindInfo class handles the storage details of keybinds and the metadata associated with each bind. it is also used by the bindings option page.
</blockquote>
Known Issues
<ul><li>The bindings option page doesn't update when a keybind gets unbound when you set another keybind to the same key, scrolling the keybind list will force an update</li><li>Trying to set another bind to the same key as openfeedback in bindings option page will open the feedback page instead of unbinding openfeedback</li></ul>
Features
<ul><li>Commander Specific Bindings Added including Select idle worker, View Scrolling, Drop ammo/Drop health(these will work even if you don't have a cc selected but you need to have a cc as one of hotkey groups) binds, these binds can be bound to the same key as any non commander bind like your normal movement keys without issue. If any of a selected objects hotkeys clash with a commander keybind you will have to
hold shift when using the hotkey(will probably added an option to switch this around).</li><li>Commander move to hotkey group behavior is now better you now need to double tap the hotkey if the group is not currently selected to move to it instead of the old error prone way of holding the key slighly longer</li><li>Old ns1 Favorites F1(join marines),F2(join alien),F3(random team),F4(ready room) are back, if you have something else already bound to these keys you will have to go manually bind them</li><li>"bind" console command added, binds a key to a console command or to a normal bind</li><li>Auto unbinding of conflicting key when setting a keybinds key in the bindings option page</li><li>Open Feedback key can now be rebound, its default is now F5 if its free. The feedback overlay will also instantly update to show what the current the feedback keybind is.</li></ul>
Fixed Games Bugs
<ul><li>You no longer shoot/attack when clicking close in a buy menu</li></ul>
Installing and Using
<blockquote>To use this mod copy keybinds.zip to your natural selection 2 directory and create a shortcut to ns2.exe then open the shortcuts properties and
add "-game keybinds.zip" without the quotes to the end of the target path. When you run the game for first time with this mod active. the mod will make copies
your keybinds and these duplicates are then used and modified by this mod. The <b>originals will never be touched</b> so can run the game without this mod active and your keybinds
will behave like they normally did.</blockquote>
Implementation notes:
<blockquote>This mod uses the SendKeyEvent event that was added recently. The KeybindMapper class maps the key events to a keybind action it also
recreate the engines behavior for Move.commands, Move.move and Move.hotkey and feeds it back in by hooking the OverrrideInput function of the local client
entity. The KeybindInfo class handles the storage details of keybinds and the metadata associated with each bind. it is also used by the bindings option page.
</blockquote>
Known Issues
<ul><li>The bindings option page doesn't update when a keybind gets unbound when you set another keybind to the same key, scrolling the keybind list will force an update</li><li>Trying to set another bind to the same key as openfeedback in bindings option page will open the feedback page instead of unbinding openfeedback</li></ul>
Comments
I hope the devs take a look at this.
<!--quoteo(post=1812064:date=Nov 30 2010, 11:07 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 30 2010, 11:07 AM) <a href="index.php?act=findpost&pid=1812064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flash is being removed from the game, eventually your mod will no longer work. New LUA GUI is being used cause the flash is far too slow.<!--QuoteEnd--></div><!--QuoteEEnd-->