Missing Keys in Key Watch Node

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Missing Keys in Key Watch Node

Postby bduffy » Fri Sep 18, 2009 2:56 pm

Is there a reason why the "S" and "U" keys are not accessible in the list of keys that can be watched?

They don't seem to be in the list and you cannot simply type the key name in the selection box.

Brian.
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Re: Missing Keys in Key Watch Node

Postby Cjr » Tue Sep 22, 2009 9:01 am

Originally the key watch node supported more keys than the engine did, the S and U keys were mistakenly removed with the unsupported keys. The problem has been addressed and should be included in the next release\patch.
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Re: Missing Keys in Key Watch Node

Postby kenzer » Fri Dec 11, 2009 3:51 pm

Hi, just a quick question on the standard keys - Do I have to set a game 'pause' button for evey gme along with other standard controls like Q for Quit, etc?

Would be useful if there was a standard node that would set up standard key functions across all games (that could also be modified if necessary)
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Re: Missing Keys in Key Watch Node

Postby Neville » Fri Dec 11, 2009 4:46 pm

You can set certain key mappings in the cofig file (config.cfg)
For example the line

keyPause F8

would cause the game to pause when teh player pressed function key 8.

You can also remap the keys to navigate the world using:

keyPlayerForward <KEY>
keyPlayerBackward <KEY>
keyPlayerLeft <KEY>
keyPlayerRight <KEY>

As these are set in the overall config file they persist beteen game.
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