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Help with Coalesced.bin keybinding problem.


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#26
Paradoxaction

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Apparently, it seems the problem is because the game is not taking the bindings from sfxgamemodedying section. Because i deleted the bindings to the keyboard keys and they still working on the game when i'm dying on the multiplayer. I tested this right now. So, the game may be getting this bindings from somewhere else, i think.

#27
Invisible Juggernaut

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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
Invisible Juggernaut

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Under sfxgame.sfxgamemodeatlas, there's an entry for the space bar omnibutton, try rebinding that to the xbox a button.

#29
Invisible Juggernaut

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OH, Think I may have found it. Don't change the gamemode atlas, under sfxgame.sfxgamemodedefault, there are the entries for every single button individually. You can change button 7 to up on dpad, and spacebar to a button.

#30
Paradoxaction

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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
Mgamerz

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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.

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
Invisible Juggernaut

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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
Mgamerz

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It seems there are only 3 occurances of gamemodedying. One is in debug and the other 2 are localized versions. Copy and paste one of the lines to the debug mode (and just paste them wherever you think it would work) until you get one that does.Alternatively change the gamemode dying command (SpaceBar) to something else, like the letter U, and see if that changes - that will tell you if it works.

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
Invisible Juggernaut

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It might be under the gamemodedying directly after dreamsequence, as that gamemodedying has access to pc talking and uses quickslot 7, and the multiplayer menu.

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
Paradoxaction

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It's working now! :D

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
Invisible Juggernaut

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YAH. Now, TIME FOR PARTY.

AS SOON AS I FIGURE OUT HOW TO POST A FUNNY GIF.

#37
adamBIOTIC

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in the sfxgame.sfxgamemodedying

( 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
Paradoxaction

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 Thanks, bros, you both worked hard to help me with this. :D That will not be forgeted.

Modifié par d Paradoxaction, 08 avril 2013 - 02:27 .


#39
Paradoxaction

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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. :)