GUI Scripting: BindDef: Difference between revisions

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''This page is part of a series. See [[GUI Script Language]] for overview.''
''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.

Features Shared with All GuiDef Types

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”