Chaosforge Forum
DoomRL => Requests For Features => Topic started by: tylor on February 22, 2013, 08:24
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I know it can be done by adding ["INSERT"] = COMMAND_RUNMODE, to keybindings.lua (and I did), but I think it should be standard feature.
Usually I move by right hand on numpad, left on f/r/tab, and comma is totally out of place for so often used function.
Also, I think TAB should be not used both for switch targets and running. I end up running by mistake too often. And I don't see how it can be altered by config.
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I agree that TAB isn't handy at all, but I think the real improvement would be to add some UI in the game, allowing to bind keys without having to play with config files (and tough, without needing a game restart).
Looks like an important, but low priority feature to me.
For target switching, I don't use it, but indeed, it seems to be on the same function.
Maybe it's possible to call it with a function, like this ?
["TAB"] = function()
player.switch_target();
end,
I think some coders/modders could answer this.
While I'm at it, is it possible to create a binding like the following ?
["3"] = function()
if not command.quick_weapon('ashotgun') then
if not command.quick_weapon('shotgun') then
ui.msg("No cool weapon :(");
end
end
end,
I looked at what I could in the modding sections of the wiki, but I don't thnik I could find such informations.
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Eh, not everyone has a numpad. Think laptop users.
As for the possibility of the binding, why not just try it out in your keybindings file? Be sure to make a copy of your current keybindings before doing it though.
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Thanks for the suggestion, but I already did... all I managed to do is getting warning because I call non-existing functions, and as I said, I have no idea of where to get documentation about this.
Any tip about this would be appreciated.
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important, but low priority
Wat? :-)
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While I'm at it, is it possible to create a binding like the following ?
["3"] = function()
if not command.quick_weapon('ashotgun') then
if not command.quick_weapon('shotgun') then
ui.msg("No cool weapon :(");
end
end
end,
Nope. I tried this with the new beta, and it doesn't work.
["1"] = function()
for i, item in pairs{"uscythe", "spear ", "ubutcher", "chainsaw", "knife"} do
if command.quick_weapon(item) then
return true
end
end
ui.msg("You don't have a melee weapon!")
return false
end,
It just aborts after the first one in the list fails. Which is strange, because this works:
["SHIFT+M"] = function()
for i, item in pairs{"smed", "lmed"} do
if command.use_item(item) then
return true
end
end
ui.msg("No medpacks left!")
return false
end,
["SHIFT+H"] = function()
for i, item in pairs{"hphase", "phase", "umodstaff"} do
if command.use_item(item) then
return true
end
end
ui.msg("No phases left!")
return false
end,
I call bug. Pity, would've been fun.
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That's because quick_weapon doesn't return whether or not it works like use_item does.
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That's because quick_weapon doesn't return whether or not it works like use_item does.
That's no good! Will it do that?
A way to suppress the failed wield messages would also help, i suppose.