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GUIUserKeyBinding

UT2003 :: Object >> GUI >> GUIUserKeyBinding (Package: XInterface)

As of build 2181, allows mod authors to add their own key bindings to the standard key binder dialog.

Usage

  1. Subclass GUIUserKeyBinding.
  2. Add entries to the KeyData array:
    • Put the name of a section heading or a key binding in the KeyLabel structure element.
    • Set the bIsSection structure element to True if this entry is a section label and not a key binding.
    • Put the console command you want to bind in the Alias structure element.
  3. Make a MyPackage.int file with the following data in it:

    [Public]
    Object=(Name=MyPackage.MyKeyBindings,Class=Class,MetaClass=XInterface.GUIUserKeyBinding)

    The corresponding MyKeyBinding class:

    class MyKeyBindings extends GUIUserKeyBinding;
    
    // Warning: Don't add any extra spaces between elements in struct variable defaults!
    
    defaultproperties
    {
        KeyData[0] = (KeyLabel="Capture the Mage",bIsSection=True);
        KeyData[1] = (KeyLabel="Cast Spell",Alias="castspell");
        KeyData[2] = (KeyLabel="Activate Shield",Alias="activateshield");
    }

Caveats

  • As of build 2199, UT2003 only supports a limited number of custom key bindings in its standard dialog. Any key bindings going beyond that limit will be ignored.
  • Key bindings created with this method are global in UT2003. To make per-mod key bindings (without resorting to workarounds like using a custom .ini file), you can intercept key press and release events with an Interaction.
  • Note that the sample line stated in the comment header of GUIUserKeyBinding is incorrect.
    Object=(Class=class;MetaClass=Xinterface.GUIUserKeyBinding,Name=<classname>)  - WRONG!
    Object=(Class=class,MetaClass=Xinterface.GUIUserKeyBinding,Name=<classname>)  - correct
    

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