Help with Coalesced.bin keybinding problem.
#26
Posté 08 avril 2013 - 01:54
#27
Posté 08 avril 2013 - 01:54
Mgamerz wrote...
OP, bind that command to exactly the following:
say BUTTON PRESSED
It will pop up the text chat of the unreal engine. If it doesn't show up then it's not working with your button assignment.
Yep, Keep it Simple Stupid is probably the best way to go about this at this point.
#28
Posté 08 avril 2013 - 01:57
#29
Posté 08 avril 2013 - 01:58
#30
Posté 08 avril 2013 - 02:03
Mgamerz wrote...
OP, bind that command to exactly the following:
say BUTTON PRESSED
It will pop up the text chat of the unreal engine. If it doesn't show up then it's not working with your button assignment.
I did that and it's ok, the chat says BUTTON PRESSED, like suggested.
#31
Posté 08 avril 2013 - 02:03
Look at the different modes. If you used gibbed's tool you could just search for every occurance of Space or Revive and find exactly what could possibly trigger the command, and edit that one.
Edit: Okay, so that assignment works.
Try a match, and kill yourself. That button should no longer work while you are bleeding out. IF it doesn't it means that you have switched to the dying game mode. I don't have any decompiled version handy so I can't see what I'm looking at.
Modifié par Mgamerz, 08 avril 2013 - 02:04 .
#32
Posté 08 avril 2013 - 02:05
Mgamerz wrote...
There are different sections for different gamemodes. One is 'dying', one is debug, one is standard... some are also localized. If you have a different keyboard layout it will use that one. (That's what the numbers are on some of the names).
Look at the different modes. If you used gibbed's tool you could just search for every occurance of Space or Revive and find exactly what could possibly trigger the command, and edit that one.
This, and notpad++ makes the game much easier to mod. But, anyways, the entries for hotkeys and space bar are under the gamemodedefault, but that's only if you have the default keyboard bindings on, I'm assuming.
#33
Posté 08 avril 2013 - 02:08
Or just map the letter U to the say command in the dying gamemode, and see what happens.
Modifié par Mgamerz, 08 avril 2013 - 02:09 .
#34
Posté 08 avril 2013 - 02:13
Edit: Derp, that's the one that you've been using so far. I should probably go drown myself out of shame. But, that seems to be the only one that can even use anything multiplayer related.
Modifié par Invisible Juggernaut, 08 avril 2013 - 02:15 .
#35
Posté 08 avril 2013 - 02:19
I taked the suggestion of Invisible Juggernaut of binding a Xbox button to a keyboard key directly. But i did it from sfxgamemodedying. I binded the Xbox_Button A to SpaceBar and Xbox_DPad_Up to Sevent and it works well. This may not be the best way to do it, but it solves the problem.
#36
Posté 08 avril 2013 - 02:20
AS SOON AS I FIGURE OUT HOW TO POST A FUNNY GIF.
#37
Posté 08 avril 2013 - 02:23
( Name="XboxTypeS_DPad_Up", Command="Seven" ) <-- try first
OR create a new line
( Name="XboxTypeS_DPad_Up", Command="Seven" )
Edit: Solved! Case Closed!
Modifié par adamBIOTIC, 08 avril 2013 - 02:45 .
#38
Posté 08 avril 2013 - 02:24
Modifié par d Paradoxaction, 08 avril 2013 - 02:27 .
#39
Posté 08 avril 2013 - 02:27
adamBIOTIC wrote...
in the sfxgame.sfxgamemodedying
( Name="XboxTypeS_DPad_Up", Command="Seven" ) <-- try first
or
( Name="XboxTypeS_DPad_Up", Command="UseAbility 6" ) <-- try second
OR create a new line:
( Name="XboxTypeS_DPad_Up", Command="Seven" )
Edit: Solved! Case Closed!
Thanks in the same way.





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