So I've come up with a keymap.2da file that prevents the user from using the inspection "z" key. Works great in the override folder, HOWEVER, this 2da file does NOT work when in a hak. I'm assuming it's because the game loads first, with the normal 2da file, and then when the player loads the module with the hak file containing the new 2da file, for some reason the z key still works, even though it is removed from the keybinding list in the game. Thoughts?
2da in hak snag
Débuté par
Batmanis64
, mars 31 2011 02:51
#1
Posté 31 mars 2011 - 02:51
#2
Posté 31 mars 2011 - 11:33
Interesting. What happend when you put it in the campaign folder?
#3
Posté 01 avril 2011 - 12:20
The same thing. I'm going to experiment with not completely wiping out the 2da entry, but perhaps selectively changing the values so perhaps a complex keystroke is assigned, and maybe a blank "name" so that it cannot be change back to z in-game. However, I hope that the player.ini doesn't mess with this upon game launch, since I'm assuming the keymap.2da simply assigns the default values.
#4
Posté 01 avril 2011 - 01:07
I think I've got it. When I hit the "restore defaults" in the keymap options screen in the game, then it works. So, all I need to do is script the activation of that particular button (probably easy to find in the xml files) in the "module load" event. Problem is, I don't know how to do this- I'm sure there must be a way?
#5
Posté 01 avril 2011 - 02:15
Since each player can customise their own keys, I'm guessing there is a local copy of the key mapping kept somewhere in Documents & Settings which "restore defaults" overrides.
The problem with scripting a module so that it resets the key mappings is that playing the module will override any custom settings the player might have set up. It's not the sort of thing that players would want to happen, unless there was a big red message box that popped up warning them about it (so they could back up any custom key mappings they might have).
The problem with scripting a module so that it resets the key mappings is that playing the module will override any custom settings the player might have set up. It's not the sort of thing that players would want to happen, unless there was a big red message box that popped up warning them about it (so they could back up any custom key mappings they might have).
#6
Posté 01 avril 2011 - 03:16
I just realized that as I was experimenting- I definitely don't want that to happen. On to the next idea....





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