Non-Remappable commands
by Jeff Trier · in Torque Game Engine · 03/09/2003 (4:09 pm) · 1 replies
I am learning how to change the controls via the GUI and I am having some good luck.
But I can't figure out what I am doing wrong to some of these commands that is making them "non-remappable" in game.
Any help on this would be great!
EDIT: FYI, I am trying both Bind and BindCmd as per this tutorial: http://tork.zenkel.com/tutorials/remap/remap_functions.html
Thanks,
-Jeff
But I can't figure out what I am doing wrong to some of these commands that is making them "non-remappable" in game.
Any help on this would be great!
EDIT: FYI, I am trying both Bind and BindCmd as per this tutorial: http://tork.zenkel.com/tutorials/remap/remap_functions.html
Thanks,
-Jeff
About the author
Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.
Torque Owner Jeff Trier
Simple Distractions Software
(In my example to spawn a car)
In Config.cs I made:
moveMap.bind(keyboard, "space", DeployKey);
In default.bind.cs I made:
function DeployKey(%val)
{
if(%val)
commandToServer('AddCar');
}
moveMap.bind(keyboard, "space", DeployKey);
And in optionsDlg.cs I added:
$RemapName[$RemapCount] = "Deploy Object";
$RemapCmd[$RemapCount] = "DeployKey";
$RemapCount++;
It appears that if you don't have your key point to a function, which calls your main function, you will get the "Bound to non-remappable key" message. I suppose it's because the %val stores the malleable key.
This is probably a no brainer to most of you folks, but I figure there must be more "no brainers" like me out there who can benifit from that info. lol
-Jeff