Bindings

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Bio Hazard
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Bindings

Post by Bio Hazard »

is there a way to map the keypad to be keys like "KP_X" instead of the default set?

i want to make another speech binder for coop :D
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Kate
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Post by Kate »

to bind a command to a keypad key, simply put KP before the name/number of the key. Examples: KP5, KP+
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Bio Hazard
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Post by Bio Hazard »

thats what i meant... but zdoom maps them as action and arrow keys
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Kate
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Post by Kate »

Do you have Number lock on?

edit: I tested it and for some reason zdoom always treats the keypad keys as if number lock was off.
Last edited by Kate on Sat Aug 23, 2003 6:40 pm, edited 1 time in total.
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Bio Hazard
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Post by Bio Hazard »

yes of course i do...

i remember reading A LONG TIME AGO that you had to do some console stuffage to get the keypad mapped like that... but i forgot what it was...
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Kate
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Post by Kate »

Never mind, I figured it out; you have to set i_remapkeypad to 0 in the console.
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Bio Hazard
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Post by Bio Hazard »

told ya ;)

/me does victory dance (max300 heavy doubles reverse 1.5 sudden powerdrop and some fries)


now ive got the coolest speech binder...
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randi
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Post by randi »

I_remapkeypad has also been removed from the next version, because it was a holdover from the days before the Quake-style keybinding system was implemented.
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Bio Hazard
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Post by Bio Hazard »

as in: "i cant use my speech binder" or "i can have my speech binder"?
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Biff
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Post by Biff »

I think and hope that the unique keypad bindings will remain possible. I'm pretty sure this will be true because QuakeII allows such (distant memories of FOV toggle and keys for grenade launcher and hand grenades. :)

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