I love the smell of UnrealEd crashing in the morning. – tarquin
Is there any way to programatically register a GUIUserKeyBinding class, ie without an INT file?
Background is that my mod will most likely only be downloaded from the server, that means the INT file will not be transfered, which again means that the custom keybindings are not known to the client. I would like my mod (Interaction or similar) to register those bindings automagically, though I don't know a way to programmatically replicate an INT file entry. Anything known here? —Preceding unsigned comment added by Pd (talk • contribs) 10:41, 16 July 2010
- There are two options here: Either monitor the GUIController for the ControlBinder menu and manually add your keybinds there (I'm actually not sure if that's easily possible) or simply provide your own keybind menu. —Wormbo 09:16, 16 July 2010 (UTC)
- Which method is used in Jailbreak? It temporarily binds a few keys for the user and tells him in a popup about it. Very fancy. —Crusha 20:40, 16 July 2010 (UTC)
- None. Jailbreak players will need to install the mod if they want to customize JB-specific keybinds. The mod captures key events for temp-bound commands through an Interaction, which is also responsible for drawing the notification after map load. —Wormbo 21:33, 16 July 2010 (UTC)
- Alright, thanks! GUI2k4.KeyBindMenu proves to be a pretty easy to use interface for custom and even dynamic (depending on server configuration, for instance) keybinding menus, so providing your own menu is really the easiest way here. —Pd 07:08, 19 July 2010 (UTC)