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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Patch for hotkey modding tutorial

    Scheduled Pinned Locked Moved Modding & Tools
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    • I Offline
      illumination
      last edited by

      Since it's another part , I'm aiming to post a new post.
      What's the difference between UserKeyActions and UserKeyMap ?
      1. Every time you insert something into UserKeyActions , the game will automatically update UserKeyActions table in game.prefs , but without a specific hotkey bound , what is updated is only UserKeyActions .
      2. Once you distribute a hotkey for the added new action , the game will copy the default key mappings into UserKeyMap and UserDebugKeyMap , and automatically update your custom hotkey into UserKeyMap even if it's a debug hotkey , thus UserDebugKeyMap is not important in this case.
      3. As a kind of overriding specification of SupCom , once UserKeyMap exists , the game will only read mappings from UserKeyMap , ignoring default key mappings , which is why if you delete some of UserKeyMap's elements , the corresponding hotkey lost in game.
      4. To solve 3 , you can delete UserKeyMap entirely , which drives game to read datas from default file .
      5. UserKeyActions is maybe a interface left by someone to make customing hotkeys easier . It's complex to explain , but there is a bug if you don't use this convenience :
      Your own hotkeys won't be recognized until F1 pressed detecting hotkey files once again , since the command path is written else where the program had already passed through ,while the path written in UserKeyActions can be recognized automatically. (there is no place other than /lua/keymap that can be read if you don't use UserKeyActions )
      Thus I think it's impossible to define custom hotkeys in /lua/keymap by table operations in gamemain.lua . The program had already passed through.
      6. Defaultly , players don't have UserKeyMap or UserKeyActions in game.prefs , if you do , maybe your game had encountered a SetUserKeyAction command sometime , and you gave the custom action a hotkey .
      7. It's terrible to get polluted game.prefs rid of various custom hotkey mappings from UserKeyActions and UserKeyMap by programming manner . If you have a polluted game.prefs consists of tons of esoteric hotkey mappings , delete the UserKeyMap , leaving the actions blank without hotkey , and distribute them manually again.

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