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Customizing/Binding: Difference between revisions

correcting Mac camera key info; also, there's no logic to putting unbindable events on a page about binding keys; these items belong on the DevMode page anyway
(total review, rewrite and update)
(correcting Mac camera key info; also, there's no logic to putting unbindable events on a page about binding keys; these items belong on the DevMode page anyway)
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<div class="toclimit-2">__TOC__</div>
<div class="toclimit-2">__TOC__</div>
==How to bind keys==
==How to bind keys==
When you want to add your own controls to '''key_config.txt''', make sure you do it underneath the heading "unbindall". To reset your bindings to default, delete key_config.txt and launch Oni to get a clean binding config generated.
When you want to add your own controls to '''key_config.txt''', make sure you do it underneath the "unbindall" command. To reset your bindings to default, delete key_config.txt and launch Oni to get a clean binding config generated.


The bind command is structured the following way:
The bind command is structured the following way:
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<nowiki>*</nowiki>On Macs, bindings using "0-9" will be bound to both the keyboard and numpad 0-9 (in lieu of separate numpad bindings on Mac).
<nowiki>*</nowiki>On Macs, bindings using "0-9" will be bound to both the keyboard's and numeric pad's 0-9 (in lieu of separate numpad bindings on Mac).


==Regular bindable events==
==Regular bindable events==
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*This stores a screenshot in uncompressed BMP format in Oni's folder, with the generic name '''screen_shot#####.bmp'''.
*This stores a screenshot in uncompressed BMP format in Oni's folder, with the generic name '''screen_shot#####.bmp'''.
*The size of the screenshot is normally the resolution specified in '''Options''', but you can set the runtime variable <tt>gs_screen_shot_reduce</tt> to downsample the bitmap by a factor of 2 to that power.<br>Thus, if you play Oni in 640x480, the bitmaps you'll get will be:
*The size of the screenshot is normally the resolution specified in '''Options''', but you can set the runtime variable <tt>gs_screen_shot_reduce</tt> to downsample the bitmap by a factor of 2 to that power.<br>Thus, if you play Oni in 640x480, the bitmaps you'll get will be:
**640x480 if <tt>gs_screen_shot_reduce= 0</tt> (default)
**640x480 if <tt>gs_screen_shot_reduce=0</tt> (default)
**320x240 if <tt>gs_screen_shot_reduce= 1</tt>
**320x240 if <tt>gs_screen_shot_reduce=1</tt>
**160x120 if <tt>gs_screen_shot_reduce= 2</tt>....
**160x120 if <tt>gs_screen_shot_reduce=2</tt>....


===start_record, stop_record, play_record===
===start_record, stop_record, play_record===
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This is another feature of the cutscene authoring process detailed above
This is another feature of the cutscene authoring process detailed above
*The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say:
*The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say:
  sc_bind_f2= "KONCOMsuper_kick";
  sc_bind_f2="KONCOMsuper_kick";
  sc_bind_f3= "KONOKOendpowerup";
  sc_bind_f3="KONOKOendpowerup";
*Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key.
*Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key.
*The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are changed while recording or before playback.
*The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are changed while recording or before playback.
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===Detached camera controls===
===Detached camera controls===
These controls are automatically bound to the numeric keypad in Windows, but Oni for the Mac lacks those bindings. To control the free-flying camera on the Mac, add bindings to key_config.txt for the following events:
The camera-panning movements are automatically bound to the numeric keypad in Windows (all camera controls are listed [[Developer Mode|here]], but Oni for the Mac lacks the ability to bind keys to the numpad, so these controls will be missing. To fully control the free-flying camera on the Mac, add bindings to key_config.txt for the following four events:
*man_cam_move_up/down/left/right/forward/backward
*man_cam_pan_up
*man_cam_pan_up/down/left/right
*man_cam_pan_down
 
*man_cam_pan_left
==Unbindable events==
*man_cam_pan_right
To our knowledge, these events cannot be bound to custom keys, even in Developer Mode. However, their default keys are noted when available (Dev Mode must be on).
 
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
!Event name
!Description
!Dev Mode binding
|-
|unstick
|Moves the player forwards (no-clipping)
|Ctrl+Shift/Alt+U
|-
|profile_toggle
|Runtime profiling (obsolete?)
|Ctrl+Shift/Alt+\
|-
|record_screen
|Dumps a screenshot for every frame into Oni folder
|Ctrl+Shift/Alt+L
|-
|delete_flag, add_flag (obsolete?)
|Manages flags near player's position
|
|-
|f4, f5, f6, f7, f8, f12
|Yes, those are events, not key names (obsolete?)
|
|-
|camera_record, camera_stop, camera_play
|Not working
|
|-
|place_quad, place_quad_mode
|Not working
|
|-
|secretx, secrety, secretz
|Not working
|
|}


[[Category:Oni Support]]
[[Category:Oni Support]]