GUI Scripting: BindDef: Difference between revisions
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''This page is part of a series. See [[GUI | ''This page is part of a series. See [[GUI Scripting Language]] for overview.'' | ||
A bindDef permits binding particular keys to particular functions. In TDM, it is used just In the Controls submenu of the main menu system. | A bindDef permits binding particular keys to particular functions. In TDM, it is used just In the Controls submenu of the main menu system. |
Revision as of 21:53, 22 July 2022
This page is part of a series. See GUI Scripting Language for overview.
A bindDef permits binding particular keys to particular functions. In TDM, it is used just In the Controls submenu of the main menu system.
- GUI Scripting: Properties in Common
- GUI Scripting: User Variables
- GUI Scripting: Event Handlers, excluding those specific to top-level windowDefs.
Additional Properties of BindDefs
® = A property known as a "register", that can be altered at runtime by binding it to a GUI:: parameter, or in a "set" or "transition" script command. Other properties cannot be so altered.
bind® "key [ 'name_of_bound_item' ] "
Sets the bind that will be changed when the player edits their key bindings. Default "" (i.e., unbound).
bind "_impulse10" // Heavily used in mainmenu_settings_controls.gui bind "inventory_hotkey '#str_02397'" // "Compass”