Customizing/Binding: Difference between revisions

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=="Secret" events==
=="Secret" events==
*secretx, secrety, secretz
Those were just as poorly documented as the other ones, the only difference is that we either can't seem to get them to work or couldn't at first.
===[[Developer Mode]]===
Console toggling
*console
Detached camera controls
*man_cam_move_up, man_cam_move_down, man_cam_move_left, man_cam_move_right, man_cam_move_forward, man_cam_move_backward
*man_cam_pan_up, man_cam_pan_down, man_cam_pan_left, man_cam_pan_right
===Either unknown or not checked===
Moves the player forwards (no-clipping) Ctrl+Shift/Alt+U?
*unstick
Runtime profiling (obsolete) with Ctrl+Shift/Alt+?
*profile toggle
Dumps a screenshot for every frame (Ctrl+Shift/Alt+L?
*record_screen
Manages flags near player's position
*deleteflag (works)
*addflag (works???)
Functions bound to F# by default in Dev Mode?
*f4, f5, f6, f7, f8, f12
*f4, f5, f6, f7, f8, f12
*console, block, profile_toggle, unstick
Not working but sound nice
*camera_record, camera_stop, camera_play
*camera_record, camera_stop, camera_play
*addflag, deleteflag, record_screen, place_quad, place_quad_mode
*place_quad, place_quad_mode
*man_cam_move_up, man_cam_move_down, man_cam_move_left, man_cam_move_right, man_cam_move_forward, man_cam_move_backward
No idea whatsoever
*man_cam_pan_up, man_cam_pan_down, man_cam_pan_left, man_cam_pan_right
*secretx, secrety, secretz
Those were just as poorly documented as the other ones, the only difference is that we can't seem to get them to work.
*block (melee blocking?)
 
There are, however, a few guesses for a few of those, so some day, maybe...
 


==Related issues==
==Related issues==
*the <tt>lock_keys</tt> scripting command.
*the <tt>lock_keys</tt> scripting command.
*the "keypress event bitset" of a character, listed in the box displayed with <tt>chr_debug_characters= 1</tt>.
*the "keypress event bitset" of a character, listed in the box displayed with <tt>chr_debug_characters= 1</tt>.

Revision as of 15:22, 6 March 2007

How to bind (from OniCentral)

When you want to add your own controls, make sure you do it underneath the heading "unbindall" and above "# default controls" in "key_config.txt".

You can delete binds from "# default controls", but make sure the bind is in the "unbindall" area. Edit the controls in "# misc" freely.

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

N.B. Bindings that can't be changed are :

  • F8 and Shift+F8 (bound to cycling through available characters when shapeshifter is enabled)
  • Esc (exits to Main Menu and resumes).

Bindable keys

Bindable 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 numpad0 ... numpad9
Num Pad * / + - . multiply, divide, add, substract, 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

Bindable events

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 (1) 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

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 ternary 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.

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" relaxes, so that you're facing straight ahead again. 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 resolution is normally the one 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.
    You 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). Overflow thereof 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 extrapolated the above "teleporting" technique to perform so-called "film-jumping".

What you should be careful about

  • BEWARE OF BUFFER OVERFLOW! If you don't want Oni to crash, be sure to stop recording before the movie buffer is full, read : press the stop_record key as soon as the custom animations are no longer needed, or when you've got time to breathe.
  • intensive use of start_record and stop_record generates a lot of saved_film###.dat files in your Oni folder. You can clean them now and then, e.g. with an automatic cleanup every time you start Oni.

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 reset in the meantime.

What you can use it for

  • You can use it for playing custom animations (like normally unavailable combat moves) ingame, 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.

"Secret" events

Those were just as poorly documented as the other ones, the only difference is that we either can't seem to get them to work or couldn't at first.

Developer Mode

Console toggling

  • console

Detached camera controls

  • man_cam_move_up, man_cam_move_down, man_cam_move_left, man_cam_move_right, man_cam_move_forward, man_cam_move_backward
  • man_cam_pan_up, man_cam_pan_down, man_cam_pan_left, man_cam_pan_right

Either unknown or not checked

Moves the player forwards (no-clipping) Ctrl+Shift/Alt+U?

  • unstick

Runtime profiling (obsolete) with Ctrl+Shift/Alt+?

  • profile toggle

Dumps a screenshot for every frame (Ctrl+Shift/Alt+L?

  • record_screen

Manages flags near player's position

  • deleteflag (works)
  • addflag (works???)

Functions bound to F# by default in Dev Mode?

  • f4, f5, f6, f7, f8, f12

Not working but sound nice

  • camera_record, camera_stop, camera_play
  • place_quad, place_quad_mode

No idea whatsoever

  • secretx, secrety, secretz
  • block (melee blocking?)

Related issues

  • the lock_keys scripting command.
  • the "keypress event bitset" of a character, listed in the box displayed with chr_debug_characters= 1.