Creating custom keybinds

Post » Thu Nov 15, 2012 10:06 am

Has anyone tried to create custom keybinds ?
By editing the ini files.

E.g. I would like to have a key, if I push it, it toggles the objective markers.
I don't like having the objective markers on my screen the whole time.
But sometimes, I'd like to have a brief reminder in which direction some stuff is.
I could go into the GUI, and enable the markers in the settings.
Look where stuff is. And then go into the GUI and disable the setting again.
That's an irritating thing to do all the time.
I rather have a key on my keyboard I can push, see where stuff is.
And then push the same button again to remove the markers.

With the Unreal Engine, and its ini-files, we should be able to do that.
Anyone done that yet ?
Or do I need to re-invent the wheel myself.

I would imagine it works something like this:
1) Find your DishonoredInput.ini file. Open it in a text-editor.
2) Create a BaseBinding that does the real work.

In this case, we need to toggle a boolean.
What is the name of the boolean ? Anyone knows.
The binding would look something like:
BaseBindings=(Name="ObjectiveToggle",Command="Toggle bShowObjectives")
Of course, we need to find out the name of the boolean.
I just guessed bShowObjectives, but that's likely to be false.
3) Bind a key to this new command.
Probably something like:
m_PCBindings=(Name="Y",Command="ObjectiveToggle")
This should make my Y-key toggle the ShowObjectives boolean.

Anyone tried something similar ?
Anyone knows where to find the names of those booleans ?
Any other suggestions or comments ?
TIA.
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Kortniie Dumont
 
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Post » Thu Nov 15, 2012 8:28 am

I prefer to use the cursor keys and the keys surrounding them instead of the usual WASD keys.
With the problem that Dishonored forgets it's settings when Steam is set offline I tried to get around that by changing the ini files.
They key-codes used in the ini-files can for example be found here: http://udn.epicgames.com/Three/KeyBinds.html#Mappable%20keys

But it still doesn't work for me because of an annoying problem in either Dishonored or the Unreal Engine 3:

At least for this game, it seems you can not bind the num-pad keys through the ini files.
As you probably know, the keypad can be switched between being a number-pad or a replacement for the cursor key-block using the num-key.
Whenever you assign a numpad-key trough the ini file it shows up in Dishonored as the corresponding cursor-key.
For example, I like to have Jump on Numpad-0, but

m_PCBindings=(Name="NumPadZero",Command="GBA_Jump")

doesn't work. If you go to the in-game keyboard settings It shows up as "Insert" and the function is indeed assigned to the insert key (numpad0 with num=off or the insert key above the cursor keys.)

Assigning "NumPadOne" or "NumPadFour" don't work either, they show up in game as "End" and "Left".
"NumPad5" is the only number key on the pad that works as intended because it has no alternate use.

Using the Shift-modifier in the ini-file does nothing in Dishonored and there's apparently no num-key modifier.
(fyi: Num=On: Numpad0 = 0, Shift+Numpad0 = Insert. Num=off: Numpad0 = Insert, Shift+Numpad0 = 0)

As mentioned above I'm not sure if this is a general UE3 problem or a specific Dishonored problem. Maybe there is a way to assign numpad keys correctly through the ini file but I don't know how. If you assign numpad keys in-game they're saved correctly but the options save-file is in binary format so you can't use it to look up how these keys are assigned correctly.
For other keys the Unreal-Engine codes work as intended so as long as you don't want to use the numpad keys you can indeed change your key-assignments through the ini file.
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Lucy
 
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