Reloading key binding (bind.cs) after mapping has been dumped
by Jon Mitchell · in Torque Game Builder · 05/17/2007 (4:56 pm) · 0 replies
I had been bugging poor Davis Higgins in this thread about getting custom key mapping set up in the GUI. :-p
However I ran into a separate issue that I should have broken off a little sooner into its own thread I guess.
The problem is getting custom key mappings reloaded from bind.cs. The closest example I could find was a TGE reference that basically said something along this line: exec("common/preferences/bind.cs");
However that does not seem to set the mappings back into place. Since the TGE scripting for key mappings does not seem to work with TGB, is there a specific function that already exists that can be called to re-load the mappings?
I forgot to mention that loading a new level will set the bindings into place or restarting the whole game too, but I have not figured out what is done during a level load that causes the mappings to reload.
However I ran into a separate issue that I should have broken off a little sooner into its own thread I guess.
The problem is getting custom key mappings reloaded from bind.cs. The closest example I could find was a TGE reference that basically said something along this line: exec("common/preferences/bind.cs");
However that does not seem to set the mappings back into place. Since the TGE scripting for key mappings does not seem to work with TGB, is there a specific function that already exists that can be called to re-load the mappings?
I forgot to mention that loading a new level will set the bindings into place or restarting the whole game too, but I have not figured out what is done during a level load that causes the mappings to reload.