Customizing/Binding: Difference between revisions
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<div class="toclimit-2">__TOC__</div> | |||
==How to bind | ==How to bind keys== | ||
When you want to add your own controls, make sure you do it underneath the heading "unbindall" | 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. | ||
The bind command is structured the following way: | The bind command is structured the following way: | ||
bind *key* to *action* | bind *key* to *action* | ||
So if you would want to bind "kick" to / you would type: | So if you would want to bind "kick" to '/' you would type: | ||
bind slash to kick | bind slash to kick | ||
Bindings that can't be changed are : | |||
*'''F8''' and '''Shift+F8''' ( | *'''F8''' and '''Shift+F8''' (cycles through available characters when '''shapeshifter''' or [[Dev Mode]] is enabled) | ||
*'''Esc''' ( | *'''Esc''' (toggles Main Menu while playing). | ||
==Bindable keys== | ==Bindable keys== | ||
{| | To see if the key or button you're trying to bind to is being received by Oni, you can enter <tt>chr_debug_characters=1</tt> on the console and watch the keypress event bitset in the display at the upper-right; it should be changing as you press and hold keys. | ||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | |||
!Key description | !Key description | ||
!Syntax | !Syntax | ||
Line 28: | Line 27: | ||
|- | |- | ||
|0 ... 9, A ... Z | |0 ... 9, A ... Z | ||
|0 ... 9, a ... z (lowercase) | |0 ... 9*, a ... z (lowercase) | ||
|- | |- | ||
|F1 ... F12 ... F15 | |F1 ... F12 ... F15 | ||
Line 40: | Line 39: | ||
|- | |- | ||
|Num Pad 0 ... Num Pad 9 | |Num Pad 0 ... Num Pad 9 | ||
|numpad0 ... numpad9 | |(PC only) numpad0 ... numpad9* | ||
|- | |- | ||
|Num Pad '''* / + - .''' | |Num Pad '''* / + - .''' | ||
Line 79: | Line 78: | ||
|} | |} | ||
== | <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). | ||
{| | |||
==Regular bindable events== | |||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | |||
!Event description | !Event description | ||
!Syntax | !Syntax | ||
!<tt>lock_keys</tt> group | !<tt>[[#lock_keys|lock_keys]]</tt> group | ||
|- | |- | ||
|Horizontal/Vertical Aiming | |Horizontal/Vertical Aiming | ||
Line 99: | Line 99: | ||
|- | |- | ||
|Jump, Crouch, Walk | |Jump, Crouch, Walk | ||
|jump, crouch, walk | |jump, crouch, [[#walk|walk]] | ||
|<tt>keys_jump, keys_crouch, keys_walk</tt> | |<tt>keys_jump, keys_crouch, keys_walk</tt> | ||
|- | |- | ||
Line 115: | Line 115: | ||
|- | |- | ||
|Punch, Kick, Fire1 ... Fire3 | |Punch, Kick, Fire1 ... Fire3 | ||
|punch, kick, fire1 ... fire3 | |punch, kick, [[#fire1, fire2, fire3|fire1 ... fire3]] | ||
|<tt>keys_attack</tt> | |<tt>keys_attack</tt> | ||
|- | |- | ||
Line 135: | Line 135: | ||
|- | |- | ||
|Look Mode | |Look Mode | ||
|lookmode | |[[#lookmode|lookmode]] | ||
|<tt>keys_all</tt> | |<tt>keys_all</tt> | ||
|- | |- | ||
|Screenshot | |Screenshot | ||
|screenshot | |[[#screenshot|screenshot]] | ||
|NOT AFFECTED | |NOT AFFECTED | ||
|- | |- | ||
|Start/Stop/Play Record | |Start/Stop/Play Record | ||
|start_record, stop_record, play_record | |[[#start_record, stop_record, play_record|start_record, stop_record, play_record]] | ||
|<tt>keys_all</tt> | |<tt>keys_all</tt> | ||
|- | |- | ||
|Custom Animations 1 and 2 | |Custom Animations 1 and 2 | ||
|cutscene1, cutscene2 | |[[#cutscene1, cutscene2|cutscene1, cutscene2]] | ||
|<tt>keys_all</tt> | |<tt>keys_all</tt> | ||
|} | |} | ||
===lock_keys=== | |||
<tt>lock_keys</tt> is a [[BSL]] command used by Oni in the Training level to prevent the player from doing certain actions until he is prompted to. The keys were arranged for this purpose in "lock groups", the names for which are given above. Passing one of those names to <tt>lock_keys</tt> prevents that kind of input. | |||
===fire1, fire2, fire3=== | ===fire1, fire2, fire3=== | ||
*'''fire1''' fires your gun's primary ammunition when available (if your gun isn't empty), and doubles as '''punch''' otherwise | *'''fire1''' fires your gun's primary ammunition when available (if your gun isn't empty), and doubles as '''punch''' otherwise. | ||
*'''fire2''' fires your gun's secondary ammunition when available (only for the Wave Motion Cannon) and doubles as '''kick''' otherwise | *'''fire2''' fires your gun's secondary ammunition when available (only for the Wave Motion Cannon) and doubles as '''kick''' otherwise. | ||
*'''fire3''' fires your gun's | *'''fire3''' fires your gun's tertiary ammunition when available (never) and doubles as '''crouch''' otherwise. | ||
===walk=== | ===walk=== | ||
While you hold this key, your character walks (or sashays in the case of Konoko :D ) instead of running. | While you hold this key, your character walks (or sashays in the case of Konoko :D ) instead of running. Like crouch-running (holding crouch while moving), walking does not make any noise that alerts enemies. You can also hold the crouch and walk keys together for the slowest form of movement, crouch-walking. | ||
===lookmode=== | ===lookmode=== | ||
*While you hold this key, the body facing can't be changed with the horizontal aiming input (such as '''mousexaxis'''). | *While you hold this key, the body facing can't be changed with the horizontal aiming input (such as '''mousexaxis'''). | ||
*The facing direction is then "locked" (you can still turn with the '''turnleft''' and '''turnright''' keys) | *The facing direction is then "locked" (you can still turn with the '''turnleft''' and '''turnright''' keys). | ||
*Your horizontal aiming input then lets you look a full 90 degrees right and left (45 degrees when aiming with some weapons). | *Your horizontal aiming input then lets you look a full 90 degrees right and left (45 degrees when aiming with some weapons). | ||
*When you release the '''lookmode''' key, your "lookspring" | *When you release the '''lookmode''' key, your "lookspring" snaps your facing back to 0 degrees (straight ahead). Unless, that is, you've <tt>chr_focus</tt>ed to an AI. | ||
===screenshot=== | ===screenshot=== | ||
*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 | *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=== | ||
====What it's meant for==== | ====What it's meant for==== | ||
This is a development feature Bungie used to author cutscene character animations. | This is a development feature Bungie used to author cutscene character animations. | ||
*When you press the <tt>start_record</tt> key, Oni stores the authored character's position, body facing and aiming direction, | *When you press the <tt>start_record</tt> key, Oni stores the authored character's position, body facing and aiming direction, then keeps recording all input events (keyboard and mouse) in a buffer until you press the <tt>stop_record</tt> key. | ||
*When you press the <tt>play_record</tt> key, the initial conditions stored at <tt>start_record</tt>-time are applied to the authored character, | *When you press the <tt>play_record</tt> key, the initial conditions stored at <tt>start_record</tt>-time are applied to the authored character, then the event buffer is read from, and the events are applied to your character as if you were providing the recorded input. Your actual input is ignored until the "movie" is done "playing". | ||
*The buffer has a limited size (quite big, about half an hour of non-stop action). | *The buffer has a limited size (quite big, about half an hour of non-stop action). '''Overflowing it makes Oni crash.''' | ||
*The contents of the event buffer is dumped in generic binary files called '''saved_film###.dat''' in Oni's folder. | *The contents of the event buffer is dumped in generic binary files called '''saved_film###.dat''' in Oni's folder. Those dumped event buffers can ''not'' be read from and applied to custom characters via scripting. However, they are what Bungie developers used for generating the FILM binaries we can call up with <tt>chr_playback</tt>. | ||
====What you can use it for==== | ====What you can use it for==== | ||
*You can use this feature to "teleport" back to a place where you've already been. "Plant" a "teleporter" by pressing <tt>start_record</tt> then <tt>stop_record</tt> right afterwards | *You can use this feature to "teleport" back to a place where you've already been. "Plant" a "teleporter" by pressing <tt>start_record</tt> then <tt>stop_record</tt> right afterwards; at any later time, pressing <tt>play_record</tt> will bring you back to the last "teleporter" you have thus "planted". | ||
*Expert gamers have | *Expert gamers have used the above "teleporting" technique to perform so-called "film-jumping". | ||
===cutscene1, cutscene2=== | ===cutscene1, cutscene2=== | ||
====What it's meant for==== | ====What it's meant for==== | ||
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 | *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. | ||
====What you can use it for==== | ====What you can use it for==== | ||
*You can use it for playing custom animations (like normally unavailable combat moves) | *You can use it for playing custom animations (like normally unavailable combat moves) in-game, any time you want. | ||
*Just press the <tt>start_record</tt> key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available ''via'' the keys you bound to <tt>cutscene1</tt> and <tt>cutscene2</tt>. | *Just press the <tt>start_record</tt> key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available ''via'' the keys you bound to <tt>cutscene1</tt> and <tt>cutscene2</tt>. | ||
== | ==Developer Mode-bindable events== | ||
These events only work when [[Developer Mode]] is active. | |||
===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: | |||
*man_cam_move_up/down/left/right/forward/backward | |||
*man_cam_pan_up/down/left/right | |||
==Unbindable events== | |||
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 | |||
|- | |||
Moves the player forwards (no-clipping) Ctrl+Shift/Alt+U | |unstick | ||
|Moves the player forwards (no-clipping) | |||
Runtime profiling (obsolete) | |Ctrl+Shift/Alt+U | ||
|- | |||
Dumps a screenshot for every frame | |profile_toggle | ||
|Runtime profiling (obsolete?) | |||
Manages flags near player's position | |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]] |
Revision as of 15:49, 4 May 2013
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.
The bind command is structured the following way:
bind *key* to *action*
So if you would want to bind "kick" to '/' you would type:
bind slash to kick
Bindings that can't be changed are :
- F8 and Shift+F8 (cycles through available characters when shapeshifter or Dev Mode is enabled)
- Esc (toggles Main Menu while playing).
Bindable keys
To see if the key or button you're trying to bind to is being received by Oni, you can enter chr_debug_characters=1 on the console and watch the keypress event bitset in the display at the upper-right; it should be changing as you press and hold keys.
Key description | Syntax |
---|---|
Mouse/joystick/gamepad horizontal/vertical/other axis | mousexaxis, mouseyaxis, mousezaxis |
Mouse/joystick/gamepad button 1 ... 4 | mousebutton1 ... mousebutton4 |
0 ... 9, A ... Z | 0 ... 9*, a ... z (lowercase) |
F1 ... F12 ... F15 | fkey1 ... fkey12 ... fkey15 |
Up/Down/Left/Right Arrow | uparrow, downarrow, leftarrow, rightarrow |
Space, Backspace, Tab, Enter | space, backspace, tab, enter |
Num Pad 0 ... Num Pad 9 | (PC only) numpad0 ... numpad9* |
Num Pad * / + - . | multiply, divide, add, subtract, decimal |
Num Pad Enter, Num Pad = | numpadenter, numpadequals |
Print Screen, Pause, Insert, Delete | printscreen, pause, insert, delete |
Page Up/Down, Home, End | pageup, pagedown, home, end |
Caps Lock, Num Lock, Scroll Lock | capslock, numlock, scrolllock |
, . ; ' | comma, period, semicolon, apostrophe |
[ ] / \ | rightbracket, leftbracket, slash, backslash |
Left/Right Shift | leftshift/rightshift |
Left/Right Control | leftcontrol/rightcontrol |
Left/Right Alt | leftalt/rightalt |
(Mac only) Left/Right Option | leftoption/rightoption |
(PC only) Left/Right Windows | leftwindows/rightwindows |
*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).
Regular bindable events
Event description | Syntax | lock_keys group |
---|---|---|
Horizontal/Vertical Aiming | aim_lr/aim_LR, aim_ud/aim_UD | NOT AFFECTED |
Forward, Backward, Strafe Left/Right | forward, backward, stepleft, stepright | keys_movement |
Turn Left/Right (DOOM-style) | turnleft/turnright | keys_all |
Jump, Crouch, Walk | jump, crouch, walk | keys_jump, keys_crouch, keys_walk |
Draw/Holster Weapon, Pick Up | swap | keys_inventory |
Drop Weapon | drop | keys_inventory |
Reload Weapon | reload | keys_reload |
Punch, Kick, Fire1 ... Fire3 | punch, kick, fire1 ... fire3 | keys_attack |
Use Hypo | hypo | keys_hypo |
Use Console/Door, Talk, Taunt, | action | keys_action |
Escape/Resume | escape | NOT AFFECTED |
Pause Screen | pausescreen | keys_pause |
Look Mode | lookmode | keys_all |
Screenshot | screenshot | NOT AFFECTED |
Start/Stop/Play Record | start_record, stop_record, play_record | keys_all |
Custom Animations 1 and 2 | cutscene1, cutscene2 | keys_all |
lock_keys
lock_keys is a BSL command used by Oni in the Training level to prevent the player from doing certain actions until he is prompted to. The keys were arranged for this purpose in "lock groups", the names for which are given above. Passing one of those names to lock_keys prevents that kind of input.
fire1, fire2, fire3
- fire1 fires your gun's primary ammunition when available (if your gun isn't empty), and doubles as punch otherwise.
- fire2 fires your gun's secondary ammunition when available (only for the Wave Motion Cannon) and doubles as kick otherwise.
- fire3 fires your gun's tertiary ammunition when available (never) and doubles as crouch otherwise.
walk
While you hold this key, your character walks (or sashays in the case of Konoko :D ) instead of running. Like crouch-running (holding crouch while moving), walking does not make any noise that alerts enemies. You can also hold the crouch and walk keys together for the slowest form of movement, crouch-walking.
lookmode
- While you hold this key, the body facing can't be changed with the horizontal aiming input (such as mousexaxis).
- The facing direction is then "locked" (you can still turn with the turnleft and turnright keys).
- Your horizontal aiming input then lets you look a full 90 degrees right and left (45 degrees when aiming with some weapons).
- When you release the lookmode key, your "lookspring" snaps your facing back to 0 degrees (straight ahead). Unless, that is, you've chr_focused to an AI.
screenshot
- 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 gs_screen_shot_reduce to downsample the bitmap by a factor of 2 to that power.
Thus, if you play Oni in 640x480, the bitmaps you'll get will be:- 640x480 if gs_screen_shot_reduce= 0 (default)
- 320x240 if gs_screen_shot_reduce= 1
- 160x120 if gs_screen_shot_reduce= 2....
start_record, stop_record, play_record
What it's meant for
This is a development feature Bungie used to author cutscene character animations.
- When you press the start_record key, Oni stores the authored character's position, body facing and aiming direction, then keeps recording all input events (keyboard and mouse) in a buffer until you press the stop_record key.
- When you press the play_record key, the initial conditions stored at start_record-time are applied to the authored character, then the event buffer is read from, and the events are applied to your character as if you were providing the recorded input. Your actual input is ignored until the "movie" is done "playing".
- The buffer has a limited size (quite big, about half an hour of non-stop action). Overflowing it makes Oni crash.
- The contents of the event buffer is dumped in generic binary files called saved_film###.dat in Oni's folder. Those dumped event buffers can not be read from and applied to custom characters via scripting. However, they are what Bungie developers used for generating the FILM binaries we can call up with chr_playback.
What you can use it for
- You can use this feature to "teleport" back to a place where you've already been. "Plant" a "teleporter" by pressing start_record then stop_record right afterwards; at any later time, pressing play_record will bring you back to the last "teleporter" you have thus "planted".
- Expert gamers have used the above "teleporting" technique to perform so-called "film-jumping".
cutscene1, cutscene2
What it's meant for
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:
sc_bind_f2= "KONCOMsuper_kick"; 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.
- 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.
What you can use it for
- You can use it for playing custom animations (like normally unavailable combat moves) in-game, any time you want.
- Just press the start_record key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available via the keys you bound to cutscene1 and cutscene2.
Developer Mode-bindable events
These events only work when Developer Mode is active.
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:
- man_cam_move_up/down/left/right/forward/backward
- man_cam_pan_up/down/left/right
Unbindable events
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).
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 |