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    Why Are Some Keys Hard-coded into Mods?

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    Per-Scan
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    Why Are Some Keys Hard-coded into Mods?

    Post by Per-Scan on Sun Oct 03, 2010 4:46 pm

    Why is it that some keys are hard-coded and not bindable in either the menu or some kind of config file? By hard-coded keys I refer to things like in Project X (A masterpiece in my opinion!) the M and R keys are mapped to the Map and Reload functions respectively. I would like to remap them but there is no way to do this. This seems to be the way of all mods I've tried with extra keys. Is this just a limitation of the original source code or something? Smile

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    Re: Why Are Some Keys Hard-coded into Mods?

    Post by Dark_wizzie on Sun Jan 27, 2013 4:39 am

    @Per-Scan wrote:Why is it that some keys are hard-coded and not bindable in either the menu or some kind of config file? By hard-coded keys I refer to things like in Project X (A masterpiece in my opinion!) the M and R keys are mapped to the Map and Reload functions respectively. I would like to remap them but there is no way to do this. This seems to be the way of all mods I've tried with extra keys. Is this just a limitation of the original source code or something? Smile
    Now that I think of it, I think you're right. Anybody else notice this? I remember Project X and Spear of Dreams having extra buttons, non of which are mappable.



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    Re: Why Are Some Keys Hard-coded into Mods?

    Post by WolferCooker on Sun Jan 27, 2013 8:47 am

    I think Eisenfaust Origins should be on that list too. The secret weapon you get has an alternate firing button which is X instead of your desired primary firing button.

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    Re: Why Are Some Keys Hard-coded into Mods?

    Post by Dark_wizzie on Sun Jan 27, 2013 1:19 pm

    @WolferCooker wrote:I think Eisenfaust Origins should be on that list too. The secret weapon you get has an alternate firing button which is X instead of your desired primary firing button.
    I never got the weapon so I forgot about it. Sad I did get a few levels unlocked though.



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