Key mapping - User vs Gamemode #420
xrayhunter-git
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Ideas
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A really good takeaway from this would be the syntax included above would also solve the problem with people playing on different controllers types. It would even be better if we can access raw game controllers as well for the inclusion of physical steering wheels and joysticks and so forth; but I'd wager that's really far down the pipeline if included at all. |
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Am I the only person that doesn't want to learn a ton of key binds for each game? |
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I feel like the implementation of having
Input.Attack1
orInput.Forward
are great as base gamemode keymappings.But I feel like this is heavily limiting for gamemodes, for adding custom keymappings; which I remember being a necessary evil to hack around with Garry's Mod.
I can imagine a system, where we can as a User have in our settings the base game keymappings; that no server owner/gamemode/addon can modify. But if I was running some type of gamemode or addon, it could have categories for those said gamemodes and/or addons that the user can modify if the developer intends for it. Which the developer can set their own defaults to their own set custom keymappings.
An example code would be:
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