How can you bind a key to a script in GZDoom? I'm assuming there is a command in ACS that allows you to do it?
Im making a mod for Legacy, which I'm having to use runcommand (ergh!) in FraggleScript but I also want it to work in GZDoom as well.
Binding key to script
Moderator: Graf Zahl
- wildweasel
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To bind a key to a script, just make make an alias.
First, take note of what number your script is. You'll need that later.
Create a KEYCONF lump in your wad file. Add the following:
Substitute the ### with whatever your script number is, and change o to whatever key you need it to be. To top it off, make sure the key is listed in the control config screen by doing this in your KEYCONF lump:
Then it'll appear at the bottom of the keyboard controls menu.
First, take note of what number your script is. You'll need that later.
Create a KEYCONF lump in your wad file. Add the following:
Code: Select all
alias planky_script "puke ###"
defaultbind o plankyscript
Code: Select all
addkeysection "planky's mod" plankykeys
addmenukey "planky's script" plankscript
- Graf Zahl
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No. (G)ZDoom saves all WAD specific key bindings in a dedicated section (that's why you have to use addkeysection.)
However, if something else is already bound to the key you choose as a default the binding won't take effect and has to be set manually. This is to avoid overwriting a user's own settings for standard stuff.
However, if something else is already bound to the key you choose as a default the binding won't take effect and has to be set manually. This is to avoid overwriting a user's own settings for standard stuff.
- Lioyd_Irving
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