Hello everyone. Rather big update for a mod which was only allowing you to check your watch. So, to begin with, the mod is now called "Quick Use and Watch".
You can assign quick use keys, and use your equipment with one button now. Please follow the "Quick Use Setup" instructions in order to properly set you game up, and check the video if you didn't understand something.
tested for STEAM and Epic Games (latest version), mod is still working fine :D when you play on Nightmare level, opening inventory menu won't pause the game
But does this mod add the animation of checking the watch? Sorry can't check videos because they are set to private. I am wondering if to install this mod (if it works) or this other one. https://www.nexusmods.com/dyinglight/mods/392?tab=posts I will test first yours.
To be honest, I really have no idea. I assume it works till someone says it doesn't. I made this mod years ago so I'll probably just hide it if it indeed isn't working. Sorry if it's not working =)
Is it possible to bind RCTRL for watching it (checking the watch)? I like to do these "VR"\4th wall breaking things when playing. Stuff that reminds me what I would in reality. Indeed moving the hand across the keyboard (left and press the Right CTRL button would look like I am watching my left wrist watch...
Hmm, watch key should use the vanilla binding functions; if you can bind some other action to RCTRL, then you should be able to bind the watch to that key as well. If not, I'd recommend using something like an AHK script to rebind it in essence. Maybe you can edit your profile and change the key as well.
Thanks. Usually those keys are perceived as "combo" keys or "modifiers" "switchers" in some games so I might not be allowed. So it's possible in theory. Ok. I just love this simulative approach even if it is "gimmickly" as it is happening on a keyboard desktop and I am sitting etc etc (but I don't need to juistify this).
I understand it is very personal how one could enjoy something. Thanks I will see if it's not too difficult and hopefully I won't0 need to get that deep in editing, as modding the mod can be too much. Thank you so much for your answers!
Some keyboard softwares also allow you to rebind keys. Razer's software bloatware allows that for example. AHK you'll have to learn the syntax though but simple key replacements can be done easily from it. But some games don't like AHK as it can be used to write cheats, even advanced ones. But as this game is more on the single-player / co-op side, most probably developers don't mind AHK at all.
No problem, it's a great game. Hopefully the mods you got are working as well. Enjoy the game =)
So far it seems 2 mods (at least people say , I personally don't know) I am really keen to be using when I start the journey for the first time, seem to work. "Overgrowth" (grass) and also "Immersive Gameplay and HUD Changes". Wonder if I need something to make night dark, but maybe with vanilla settings of graphics I can do it (I dont use reshade on my pc... dnt like that stuff weighting on GPU etc).
Was wondering if I should add else.. maybe the realistic swimming speed but.. who knows if it will work and the time piece... maybe your special move mod would be cool too.. but don't wanna go over 2-3 max 4 mods... I don't know nothing on how this game handles the mod how to do with folders and I see it's not easy from what I read around...
This seems like another good mod, but Im not sure I have understood it correctly.. In the description it say: "The Equipment Number corresponds to the slot it is equipped in your inventory" So if I understand it correctly, what this mod do except from the clock, is to make hotkeys for each equipment I have equipped so that I dont have to use item menu or cycle to the equipment to use the equipment you want. Is this a correct understanding?
Can a kind soul please explain this mod to a noob like me?
I love this mod, but now that The Following is out I'm having a hard time trying to merge the inputs_keyboard.scr with the updated one. Waaay too many changes made with the updates.
Any chance you're going to upload an updated mod??
Edit: figured it out....but a new upload would still be great!
I've been getting crashes left and right, so I postponed this a little bit. Not sure what is causing these crashes, have to inspect my additions line by line, maybe I am forgetting a ) or ; somewhere.
// Category flags. // Each key binding layouts should by assigned to one or more categories export int _CATEGORY_BASE = 1;// actions used in both modes export int _CATEGORY_HUMAN = 2; // actions used only by humans export int _CATEGORY_ZOMBIE = 4; // actions used only as zombie export int _CATEGORY_BUGGY = 8; // actions used only in buggy //export int _CATEGORY_FIREARM = 8; // actions used only when player use firearm weapon //export int _CATEGORY_MELEE = 16; // actions used only when player use melee weapon //export int _CATEGORY_CAR = 32;// actions used only in car
export int _COLLIDE_BASE = _CATEGORY_BASE; export int _COLLIDE_HUMAN = _CATEGORY_BASE | _CATEGORY_HUMAN; export int _COLLIDE_ZOMBIE = _CATEGORY_BASE | _CATEGORY_ZOMBIE; export int _COLLIDE_BUGGY = _CATEGORY_BUGGY; //export int _COLLIDE_FIREARMS = _CATEGORY_BASE | _CATEGORY_HUMAN; //export int _COLLIDE_MELEE = _CATEGORY_BASE | _CATEGORY_HUMAN; //export int _COLLIDE_CAR = _CATEGORY_CAR;
// This action should be at the end of the list as we don't want to get any other actions assigned to the same button // after we've handled breaking the minigame. // Otherwise, the player would e.g. jump after breaking the interaction minigame. // This problem might potentially affect other actions as well. We need to carefully choose the order of actions // or resolve this issue somehow in code. AddAction(_ACTION_BREAK_MINIGAME, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, true);
View("Quick Use & Watch Mod") { Layout("lyr_preference_groundpound","Ground Pound Delay"); //Layout("lyr_manup","Man-Up!"); //Layout("lyr_preference_manup","Man-Up! Activation Preference"); Layout("lyr_watch","Watch"); Layout("lyr_preference_watch","Watch Check Preference"); Layout("lyr_dummy","Unbinder"); Layout("lyr_quickuse1","Quick Use Equipment 1"); Layout("lyr_quickuse2","Quick Use Equipment 2"); Layout("lyr_quickuse3","Quick Use Equipment 3"); Layout("lyr_quickuse4","Quick Use Equipment 4"); } }
Edit: I only applied your edits to the new file. I haven't tried " The Following" yet though. Not sure if that's where your crashes are coming from. Oh and I've only tried quick-use and not the watch.
The crashes are because there is something wrong with this file. Not saying your file; the file that I am working with. If you make a syntax error, or use an unknown variable for example, BOOM. Crash.
Thanks for the reply, I'll inspect this as soon as I can!
I "finally" got around to update some of my mods. This (and Advanced Moves) was by far the most time consuming as it kept crashing on me over and over. Then I decided to do a simple thing; copy / paste all of your reply, and try it out. CRASH! Apparently, the problem was caused by the gamepad bindings file that I forgot to put a ";" somewhere. Man, what a waste of time... because of a simple ";"...
Anyway, thank you for your help. A bit late for many other people out there, but trying to mod multiple games at once is... well, it's something I'll be avoiding in the future.
34 comments
You can assign quick use keys, and use your equipment with one button now. Please follow the "Quick Use Setup" instructions in order to properly set you game up, and check the video if you didn't understand something.
Enjoy!
I am wondering if to install this mod (if it works) or this other one. https://www.nexusmods.com/dyinglight/mods/392?tab=posts
I will test first yours.
maybe someone can help.
I like to do these "VR"\4th wall breaking things when playing. Stuff that reminds me what I would in reality. Indeed moving the hand across the keyboard (left and press the Right CTRL button would look like I am watching my left wrist watch...
So it's possible in theory.
Ok.
I just love this simulative approach even if it is "gimmickly" as it is happening on a keyboard desktop and I am sitting etc etc (but I don't need to juistify this).
I understand it is very personal how one could enjoy something. Thanks I will see if it's not too difficult and hopefully I won't0 need to get that deep in editing, as modding the mod can be too much. Thank you so much for your answers!
softwarebloatware allows that for example. AHK you'll have to learn the syntax though but simple key replacements can be done easily from it. But some games don't like AHK as it can be used to write cheats, even advanced ones. But as this game is more on the single-player / co-op side, most probably developers don't mind AHK at all.No problem, it's a great game. Hopefully the mods you got are working as well. Enjoy the game =)
Was wondering if I should add else.. maybe the realistic swimming speed but.. who knows if it will work and the time piece... maybe your special move mod would be cool too.. but don't wanna go over 2-3 max 4 mods... I don't know nothing on how this game handles the mod how to do with folders and I see it's not easy from what I read around...
In the description it say: "The Equipment Number corresponds to the slot it is equipped in your inventory"
So if I understand it correctly, what this mod do except from the clock, is to make hotkeys for each equipment I have equipped so that I dont have to use item menu or cycle to the equipment to use the equipment you want. Is this a correct understanding?
Can a kind soul please explain this mod to a noob like me?
Any chance you're going to upload an updated mod??
Edit: figured it out....but a new upload would still be great!
import "lyr_qu.scr"
// Category flags.
// Each key binding layouts should by assigned to one or more categories
export int _CATEGORY_BASE = 1;// actions used in both modes
export int _CATEGORY_HUMAN = 2; // actions used only by humans
export int _CATEGORY_ZOMBIE = 4; // actions used only as zombie
export int _CATEGORY_BUGGY = 8; // actions used only in buggy
//export int _CATEGORY_FIREARM = 8; // actions used only when player use firearm weapon
//export int _CATEGORY_MELEE = 16; // actions used only when player use melee weapon
//export int _CATEGORY_CAR = 32;// actions used only in car
export int _COLLIDE_BASE = _CATEGORY_BASE;
export int _COLLIDE_HUMAN = _CATEGORY_BASE | _CATEGORY_HUMAN;
export int _COLLIDE_ZOMBIE = _CATEGORY_BASE | _CATEGORY_ZOMBIE;
export int _COLLIDE_BUGGY = _CATEGORY_BUGGY;
//export int _COLLIDE_FIREARMS = _CATEGORY_BASE | _CATEGORY_HUMAN;
//export int _COLLIDE_MELEE = _CATEGORY_BASE | _CATEGORY_HUMAN;
//export int _COLLIDE_CAR = _CATEGORY_CAR;
sub Keyboard()
{
Layout("common_keyboard", false)
{
Preset("")
{
AddAction(_ACTION_TOGGLE_CHAT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__RETURN, false, true);
AddAction(_ACTION_TRACK_QUEST, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__T, false, true);
AddAction(_ACTION_BRIEF_CONTINUE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__T, false, true);
AddAction(_ACTION_BRIEF_DECLINE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__N, false, true);
AddAction(_ACTION_START_LOADED_LEVEL,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false); //this action needs to be before other because we are breaking execution of other after this one
AddAction(_ACTION_JOIN_FAVORITE_GAME,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__J, false, false);
AddAction(_ACTION_SHOW_CHALLENGE_MISSION_INVITE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__J, false, false);
AddAction(_ACTION_VOTE_FOR_KICK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__K, false, false);
AddAction(_ACTION_FORWARD , EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_BACKWARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_STRAFE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_STRAFE_RIGHT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_LOCKPICKING_EXIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, true );
AddAction(_ACTION_GRAPPLE_POINT_LEFT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_GRAPPLE_POINT_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_GRAPPLE_POINT_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_GRAPPLE_POINT_DOWN,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_BREAK_DIALOG,EInputTarget_HUD,EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_EXIT_BREAKINGDOOR, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true);
AddAction(_ACTION_EXECUTE_TRIGGER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_EXECUTE_TRIGGER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_EXECUTE_NAGEWAZA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
AddAction(_ACTION_TAP_MINIGAME,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
//AddAction(_ACTION_EXECUTE_TRIGGER4,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, true);
AddAction(_ACTION_HEAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_VEHICLE_HEAL,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_REMOTE_BREAKER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
//AddAction(_ACTION_STAMINA_BOOST,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_ATTACK,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, true);
AddAction(_ACTION_JUMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_TOGGLE_FLASHLIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_INGAME_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_MF_DROPOUT_LOADLASTSAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_MF_LOAD_LAST_SAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_NEXT_HINT,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_MF_ROLLBACK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_MF_QUIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_DEVELOPER_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__MULTIPLY, false, false);
AddAction(_ACTION_RELOAD,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_REPAIR_WEAPON, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false) { HoldTime(0.3); } // HoldTime is only to start repairing progress, then holding input is manage from RepairWeaponController.
AddAction(_ACTION_SKIP_MOVIE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_DROP_ITEM,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, true);
AddAction(_ACTION_CLIMB_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_CLIMB_DOWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_INVENTORY_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__I, false, false);
AddAction(_ACTION_UPGRADE_MENU,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__U, false, false);
AddAction(_ACTION_QUESTLOG_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__L, false, false);
AddAction(_ACTION_MAP,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__M, false, false);
AddAction(_ACTION_LEAVE_LADDER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_SLIDE_LADDER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, true);
AddAction(_ACTION_GROUND_POUND,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false) { HoldTime(0.3); }
AddAction(_ACTION_USE_EQUIPEMENT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
AddAction(_ACTION_CANCEL_ARROW,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
//moved from sticks preset
AddAction(_ACTION_TURN_LEFT,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_TURN_RIGHT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_LOOK_UP, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_LOOK_DOWN,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_LOCKPICKING_PICKLOCK_HORIZONTAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_LOCKPICKING_PICKLOCK_VERTICAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_WEAPON_NEXT, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_DN, false ,false);
AddAction(_ACTION_WEAPON_PREV, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_UP, false ,false);
AddAction(_ACTION_FIRE_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_KICK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_TACLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_ATTACK_TRIGGER_R, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_CHARGE_ATTACK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_ATTACK_TRIGGER_L, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
//AddAction(_ACTION_FIRE_RHAND_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
AddAction(_ACTION_CANCEL_MULTI_THROW,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_SONAR_IMPULSE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_VEHICLE_SONAR_IMPULSE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_SWAP_TRIGGER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true) { HoldTime(0.3); }
AddAction(_ACTION_THROW_CARRYING_ITEM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_DROP_CARRYING_ITEM,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true);
AddAction(_ACTION_APPEAR_IN_WAITING_PLACE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.5); }
AddAction(_ACTION_EQUIPEMENT_NEXT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false);
AddAction(_ACTION_EQUIPEMENT_PREV,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false, false);
AddAction(_ACTION_WEAPON_SLOT1,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_WEAPON_SLOT2,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_WEAPON_SLOT3,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_WEAPON_SLOT4,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_EQUIPMENT_SLOT1,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_EQUIPMENT_SLOT2,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_EQUIPMENT_SLOT3,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_EQUIPMENT_SLOT4,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_INVENTORY,EInputTarget_Module, EInputDevice_Keyboard, false, -1, false, false);
AddAction(_ACTION_SELECT_PRIMARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_PRIMARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_PRIMARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_PRIMARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_SECONDARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_SECONDARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_SECONDARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_SECONDARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_ARROW4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_ARROW2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_ARROW1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_ARROW3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_BOLT4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_BOLT2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_BOLT1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_BOLT3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
//AddAction(_ACTION_WEAPON_THROW, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
// This action should be at the end of the list as we don't want to get any other actions assigned to the same button
// after we've handled breaking the minigame.
// Otherwise, the player would e.g. jump after breaking the interaction minigame.
// This problem might potentially affect other actions as well. We need to carefully choose the order of actions
// or resolve this issue somehow in code.
AddAction(_ACTION_BREAK_MINIGAME, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, true);
AddAction(_ACTION_CREATE_COOP_CHALLENGE,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__H, false, true);
AddAction(_ACTION_THROTTLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_BRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_HANDBRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_VEHICLE_LEAVE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.2); }
//AddAction(_ACTION_VEHICLE_CHANGE_CAMERA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_TURN_VEHICLE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_TURN_VEHICLE_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_CAR_LIGHTS_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_BUGGY_SKILL_0,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__LSHIFT,false, false);
AddAction(_ACTION_BUGGY_SKILL_1,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__E,false, false);
AddAction(_ACTION_BUGGY_SKILL_2,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__R,false, false);
AddAction(_ACTION_VEHICLE_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false,EKey__C,false, false);
AddAction(_ACTION_VEHICLE_BREAK_GRAB, EInputTarget_Player, EInputDevice_Keyboard, false,EKey__LCONTROL,false, false);
AddAction(_ACTION_FORCE_RESPAWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false) { HoldTime(0.3); }
AddAction(_ACTION_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false);
AddAction(_ACTION_DISMISS_FREEZING_TUTORIAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_QTE1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_QTE2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_QTE3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_QTE4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_QTE5, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_QTE6, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_RECALL_VEHICLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.5); }
AddAction(_ACTION_FAST_EQUIP_ITEM,EInputTarget_Player, EInputDevice_Keyboard, true, EKey__MINUS, false, true);
AddAction(_ACTION_QUICK_PRIMARY, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__TAB, false, true);
AddAction(_ACTION_QUICK_SECONDARY,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__1, false, true);
AddAction(_ACTION_QUICK_ARROWS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__R, false, true);
AddAction(_ACTION_QUICK_BOLTS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__R, false, true);
//BTZ specific
AddAction(_ACTION_ZOMBIE_SHOW_HINT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_SPIT_DEFENSIVE_SMOKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_UV_HEAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false) { HoldTime(0.5); }
AddAction(_ACTION_POUNCE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_PLAYERZOMBIE_CHARGE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_ZOMBIE_HOWL, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
AddAction(_ACTION_SPIT_CONTROL_THE_HORDE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__1, false, false);
AddAction(_ACTION_SPIT_LIGHT_DISABLE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false);
AddAction(_ACTION_SPIT_TOXIC, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__4, false, false);
AddAction(_ACTION_SPIT_CAMO,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false, false);
AddAction(_ACTION_PLAYERZOMBIE_MELEE,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_ZOMBIE_GROUND_POUND, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false) { HoldTime(0.8); }
AddAction(_ACTION_SPIT_GROUND_POUND, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.2); }
AddAction(_ACTION_SPIT_GROUND_POUND2,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.2); }
AddAction(_ACTION_ROPE_THROW, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_CANCEL_CHARGING,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_ZOMBIE_LEAVE_VEHICLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_ZOMBIE_EXECUTE_TRIGGER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_ZOMBIE_THROW_SPIT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__G, false, false);
// lyr
AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.3); }
AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
//AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
AddAction(_ACTION_EXECUTE_TRIGGER4,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
}
}
Layout("Keybinding_DuckMode")
{
Preset("&OptionOn&")
{
RemoveAction(_ACTION_DUCK, EInputDevice_Keyboard);
AddAction(_ACTION_DUCK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
}
Preset("&OptionOff&")
{
RemoveAction(_ACTION_DUCK_TOGGLE, EInputDevice_Keyboard);
AddAction(_ACTION_DUCK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
}
}
Layout("Keybinding_SprintMode")
{
Preset("&OptionOn&")
{
RemoveAction(_ACTION_SPRINT,EInputDevice_Keyboard);
AddAction(_ACTION_SPRINT_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
}
Preset("&OptionOff&")
{
RemoveAction(_ACTION_SPRINT_TOGGLE, EInputDevice_Keyboard);
AddAction(_ACTION_SPRINT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
}
}
Layout("Keybinding_AimMode")
{
Preset("&OptionOff&")
{
RemoveAction(_ACTION_WEAPON_AIM_TOGGLE, EInputDevice_Mouse);
AddAction(_ACTION_WEAPON_ZOOM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
}
Preset("&OptionOn&")
{
RemoveAction(_ACTION_WEAPON_ZOOM, EInputDevice_Mouse);
AddAction(_ACTION_WEAPON_AIM_TOGGLE, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
}
}
Layout("invert_y_mouse")
{
Preset("&OptionOff&") {}
Preset("&OptionOn&")
{
SwapActions(_ACTION_LOOK_UP, _ACTION_LOOK_DOWN);
}
}
LayoutKeybinding("Keybinding_MoveForward", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_FORWARD ); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_CLIMB_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_GRAPPLE_POINT_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_QTE4); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
}
LayoutKeybinding("Keybinding_MoveBackward", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_BACKWARD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
Action(_ACTION_CLIMB_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
Action(_ACTION_GRAPPLE_POINT_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
Action(_ACTION_QTE2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
}
LayoutKeybinding("Keybinding_MoveLeft", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_STRAFE_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
Action(_ACTION_GRAPPLE_POINT_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
Action(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__A
Action(_ACTION_QTE1); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
}
LayoutKeybinding("Keybinding_MoveRight", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_STRAFE_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D
Action(_ACTION_GRAPPLE_POINT_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D
Action(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__D
Action(_ACTION_QTE3); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D
}
LayoutKeybinding("Keybinding_Use", _CATEGORY_HUMAN, _CATEGORY_HUMAN)
{
Action(_ACTION_EXECUTE_TRIGGER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_EXIT_BREAKINGDOOR); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_TAP_MINIGAME); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_SWAP_TRIGGER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F) { HoldTime(0.1 }
Action(_ACTION_DROP_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_RECALL_VEHICLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
}
LayoutKeybinding("Keybinding_Use2", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EXECUTE_TRIGGER2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
Action(_ACTION_LEAVE_LADDER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
Action(_ACTION_CANCEL_ARROW); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
Action(_ACTION_REMOTE_BREAKER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
Action(_ACTION_BREAK_MINIGAME); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
}
LayoutKeybinding("Keybinding_Chat", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TOGGLE_CHAT); // EInputTarget_Module, EInputDevice_Keyboard, EKey__RETURN
}
LayoutKeybinding("Keybinding_TrackQuest", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TRACK_QUEST); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
}
LayoutKeybinding("Keybinding_Nagewaza", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EXECUTE_NAGEWAZA); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
}
LayoutKeybinding("Keybinding_Heal", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_HEAL); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
}
LayoutKeybinding("Keybinding_Jump", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_JUMP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__SPACE_
}
LayoutKeybinding("Keybinding_Sprint", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_SPRINT_TOGGLE); //EInputTarget_Player, EInputDevice_Keyboard, EKey__LSHIFT
Action(_ACTION_SPRINT); //EInputTarget_Player, EInputDevice_Keyboard, EKey__LSHIFT
}
LayoutKeybinding("Keybinding_Flashlight", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TOGGLE_FLASHLIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__X
}
LayoutKeybinding("Keybinding_ReloadRepair", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_RELOAD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
Action(_ACTION_QUICK_ARROWS); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
Action(_ACTION_REPAIR_WEAPON); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
}
LayoutKeybinding("Keybinding_Inventory", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_INVENTORY_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__I
}
LayoutKeybinding("Keybinding_Skill", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_UPGRADE_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__U
}
LayoutKeybinding("Keybinding_QuestLog", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_QUESTLOG_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__L
}
LayoutKeybinding("Keybinding_Map", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_MAP); // EInputTarget_Module, EInputDevice_Keyboard, EKey__M
}
LayoutKeybinding("Keybinding_PlayerMenu", _CATEGORY_BASE, _COLLIDE_BASE, false)
{
Action(_ACTION_INVENTORY);
}
LayoutKeybinding("Keybinding_Duck", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_DUCK_TOGGLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
Action(_ACTION_DUCK); //EInputTarget_Player, EInputDevice_Keyboard, EKey__C
Action(_ACTION_SLIDE_LADDER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
Action(_ACTION_GROUND_POUND); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C) { HoldTime(0.3 }
}
LayoutKeybinding("Keybinding_NextWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_NEXT); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_DN
}
LayoutKeybinding("Keybinding_PrevWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_PREV); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_UP
}
LayoutKeybinding("Keybinding_NextEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EQUIPEMENT_NEXT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__1
}
LayoutKeybinding("Keybinding_PrevEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EQUIPEMENT_PREV); // EInputTarget_Player, EInputDevice_Keyboard, EKey__2
}
LayoutKeybinding("Keybinding_Kick", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_KICK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
Action(_ACTION_TACLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
Action(_ACTION_ATTACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
Action(_ACTION_FORCE_RESPAWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E) { HoldTime(0.3 }
}
LayoutKeybinding("Keybinding_QuickPrimary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_QUICK_PRIMARY); // EInputTarget_HUD,EInputDevice_Keyboard, EKey__9
}
LayoutKeybinding("Keybinding_QuickSecondary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_QUICK_SECONDARY); // EInputTarget_HUD,EInputDevice_Keyboard, EKey__0
}
LayoutKeybinding("Keybinding_Lockback", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_LOOKBACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B
}
LayoutKeybinding("Keybinding_Sonar", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_SONAR_IMPULSE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__TAB
}
LayoutKeybinding("Keybinding_BriefContinue", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_BRIEF_CONTINUE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
}
LayoutKeybinding("Keybinding_BriefDecline", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_BRIEF_DECLINE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__N
}
LayoutKeybinding("Keybinding_JoinFavoriteGame", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_JOIN_FAVORITE_GAME); // EInputTarget_Module, EInputDevice_Keyboard, EKey__J
}
LayoutKeybinding("Keybinding_ShowChallengeInvite", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_SHOW_CHALLENGE_MISSION_INVITE); // EInputTarget_Module, EInputDevice_Keyboard, EKey__J
}
LayoutKeybinding("Keybinding_VoteForKick", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_VOTE_FOR_KICK); // EInputTarget_Module, EInputDevice_Keyboard, EKey__K
}
LayoutKeybinding("Keybinding_DropItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_DROP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__BACK
}
LayoutKeybinding("Keybinding_CreateCoopChallenge", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_CREATE_COOP_CHALLENGE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__H
}
LayoutKeybinding("Keybinding_FastEquipItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_FAST_EQUIP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__MINUS
}
LayoutKeybinding("Keybinding_AppearInWaitingPlace", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_APPEAR_IN_WAITING_PLACE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B) { HoldTime(0.5 }
}
LayoutKeybinding("Keybinding_Attack", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_FIRE_WEAPON); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_ATTACK_TRIGGER_R); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_CHARGE_ATTACK); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_CANCEL_MULTI_THROW); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_THROW_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
}
LayoutKeybinding("Keybinding_UseEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_USE_EQUIPEMENT); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
Action(_ACTION_ATTACK_TRIGGER_L); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
//Action(_ACTION_FIRE_RHAND_WEAPON); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
}
LayoutKeybinding("Keybinding_SelectWeapon1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT1);
}
LayoutKeybinding("Keybinding_SelectWeapon2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT2);
}
LayoutKeybinding("Keybinding_SelectWeapon3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT3);
}
LayoutKeybinding("Keybinding_SelectWeapon4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT4);
}
LayoutKeybinding("Keybinding_SelectEquipment1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT1);
}
LayoutKeybinding("Keybinding_SelectEquipment2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT2);
}
LayoutKeybinding("Keybinding_SelectEquipment3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT3);
}
LayoutKeybinding("Keybinding_SelectEquipment4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT4);
}
LayoutKeybinding("Keybinding_Aim", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_ZOOM); //EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
Action(_ACTION_WEAPON_AIM_TOGGLE); //EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
}
LayoutKeybinding("Keybinding_SplitDefensiveSmoke", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_DEFENSIVE_SMOKE);
Action(_ACTION_UV_HEAL);
}
LayoutKeybinding("Keybinding_Pounce", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_POUNCE);
}
LayoutKeybinding("Keybinding_ZombieCharge", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_PLAYERZOMBIE_CHARGE);
}
LayoutKeybinding("Keybinding_ZombieHowl", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_ZOMBIE_HOWL);
}
LayoutKeybinding("Keybinding_SpitControlTheHorde", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_CONTROL_THE_HORDE);
}
LayoutKeybinding("Keybinding_SpitLightDisable", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_LIGHT_DISABLE);
}
LayoutKeybinding("Keybinding_SpitCamo", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_CAMO);
}
LayoutKeybinding("Keybinding_SpitToxic", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_TOXIC);
}
LayoutKeybinding("Keybinding_ZombieMelee", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_PLAYERZOMBIE_MELEE);
Action(_ACTION_ZOMBIE_GROUND_POUND);
}
LayoutKeybinding("Keybinding_ZombieSpitPound", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_SPIT_GROUND_POUND);
Action(_ACTION_SPIT_GROUND_POUND2);
}
LayoutKeybinding("Keybinding_RopeThrow", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_ROPE_THROW);
}
LayoutKeybinding("Keybinding_CancelCharge", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_CANCEL_CHARGING);
Action(_ACTION_ZOMBIE_LEAVE_VEHICLE);
}
LayoutKeybinding("Keybinding_ThrowSpit", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_ZOMBIE_THROW_SPIT);
}
LayoutKeybinding("Keybinding_ZombieExecuteTrigger", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
{
Action(_ACTION_ZOMBIE_EXECUTE_TRIGGER2);
}
LayoutKeybinding("Keybinding_BuggySonar", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_SONAR_IMPULSE);
}
LayoutKeybinding("Keybinding_BuggyHeal", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_HEAL);
}
LayoutKeybinding("Keybinding_BuggyTurnLeft", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_TURN_VEHICLE_LEFT);
}
LayoutKeybinding("Keybinding_BuggyTurnRight", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_TURN_VEHICLE_RIGHT);
}
LayoutKeybinding("Keybinding_BuggyThrottle", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_THROTTLE);
}
LayoutKeybinding("Keybinding_BuggyBrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BRAKE);
}
LayoutKeybinding("Keybinding_BuggyHandbrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_HANDBRAKE);
}
LayoutKeybinding("Keybinding_BuggyToggleLights", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_CAR_LIGHTS_TOGGLE);
}
LayoutKeybinding("Keybinding_BuggyLeave", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_LEAVE);
}
LayoutKeybinding("Keybinding_BuggySkill0", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_0);
}
LayoutKeybinding("Keybinding_BuggySkill1", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_1);
}
LayoutKeybinding("Keybinding_BuggySkill2", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_2);
}
LayoutKeybinding("Keybinding_BuggyLookBack", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_LOOKBACK);
}
LayoutKeybinding("Keybinding_BuggyBreakGrab", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_BREAK_GRAB);
}
View("&Keybinding_View_Movement&")
{
Layout("Keybinding_MoveForward", "&Keybinding_MoveForward&");
Layout("Keybinding_MoveBackward", "&Keybinding_MoveBackward&");
Layout("Keybinding_MoveLeft", "&Keybinding_MoveLeft&");
Layout("Keybinding_MoveRight", "&Keybinding_MoveRight&");
Layout("Keybinding_DuckMode", "&Keybinding_DuckMode&");
Layout("Keybinding_Duck", "&Keybinding_Duck&");
Layout("Keybinding_SprintMode", "&Keybinding_SprintMode&");
Layout("Keybinding_Sprint", "&Keybinding_Sprint&");
Layout("Keybinding_Jump", "&Keybinding_Jump&");
}
View("&Keybinding_View_Actions&")
{
Layout("Keybinding_UseEquipment", "&Keybinding_UseEquipment&");
Layout("Keybinding_Use", "&Keybinding_Use&");
Layout("Keybinding_Use2", "&Keybinding_Use2&");
Layout("Keybinding_Sonar", "&Keybinding_Sonar&");
Layout("Keybinding_Lockback", "&Keybinding_Lockback&");
Layout("Keybinding_Attack", "&Keybinding_Attack&");
Layout("Keybinding_Kick", "&Keybinding_Kick&");
Layout("Keybinding_Nagewaza", "&Keybinding_Nagewaza&");
Layout("Keybinding_AimMode", "&Keybinding_AimMode&");
Layout("Keybinding_Aim", "&Keybinding_Aim&");
Layout("Keybinding_ReloadRepair", "&Keybinding_ReloadRepair&");
}
View("&Keybinding_View_Inventory&")
{
Layout("Keybinding_Flashlight", "&Keybinding_Flashlight&");
Layout("Keybinding_Heal", "&Keybinding_Heal&");
Layout("Keybinding_NextWeapon", "&Keybinding_NextWeapon&");
Layout("Keybinding_PrevWeapon", "&Keybinding_PrevWeapon&");
Layout("Keybinding_NextEquipment", "&Keybinding_NextEquipment&");
Layout("Keybinding_PrevEquipment", "&Keybinding_PrevEquipment&");
Layout("Keybinding_QuickPrimary", "&Keybinding_QuickPrimary&");
Layout("Keybinding_QuickSecondary", "&Keybinding_QuickSecondary&");
Layout("Keybinding_FastEquipItem", "&Keybinding_FastEquipItem&");
Layout("Keybinding_DropItem", "&Keybinding_DropItem&");
}
View("&Keybinding_View_QuickSelect&")
{
Layout("Keybinding_SelectWeapon1", "&Keybinding_SelectWeapon1&");
Layout("Keybinding_SelectWeapon2", "&Keybinding_SelectWeapon2&");
Layout("Keybinding_SelectWeapon3", "&Keybinding_SelectWeapon3&");
Layout("Keybinding_SelectWeapon4", "&Keybinding_SelectWeapon4&");
}
View("&Keybinding_View_Other&")
{
Layout("Keybinding_Inventory", "&Keybinding_Inventory&");
Layout("Keybinding_Map", "&Keybinding_Map&");
Layout("Keybinding_QuestLog", "&Keybinding_QuestLog&");
Layout("Keybinding_Skill", "&Keybinding_Skill&");
Layout("Keybinding_PlayerMenu", "&ActionName_InGamePlayerMenu&");
Layout("Keybinding_TrackQuest", "&Keybinding_TrackQuest&");
Layout("Keybinding_BriefContinue", "&Keybinding_BriefContinue&");
Layout("Keybinding_BriefDecline", "&Keybinding_BriefDecline&");
}
View("&Keybinding_View_Coop&")
{
Layout("Keybinding_Chat", "&Keybinding_Chat&");
Layout("Keybinding_VoteForKick", "&Keybinding_VoteForKick&");
Layout("Keybinding_AppearInWaitingPlace", "&Keybinding_AppearInWaitingPlace&");
Layout("Keybinding_CreateCoopChallenge", "&Keybinding_CreateCoopChallenge&");
Layout("Keybinding_JoinFavoriteGame", "&Keybinding_JoinFavoriteGame&");
Layout("Keybinding_ShowChallengeInvite", "&Keybinding_ShowChallengeInvite&");
}
View("&Keybinding_View_Hunter&", "DLC1")
{
Layout("Keybinding_SplitDefensiveSmoke", "&Keybinding_UVBlock&");
Layout("Keybinding_Pounce", "&TriggerPvPPounce&");
Layout("Keybinding_ZombieCharge", "&btz_stat_deaths_tackle&");
Layout("Keybinding_ZombieHowl", "&TutN_BtZHowl&");
Layout("Keybinding_SpitControlTheHorde", "&TutN_BtZHordeControl&");
Layout("Keybinding_SpitLightDisable", "&btz_light_disable_spit_name&");
Layout("Keybinding_SpitCamo", "&btz_stat_camo&");
Layout("Keybinding_SpitToxic", "&btz_stat_toxic&");
Layout("Keybinding_ZombieMelee", "&Keybinding_ZombieMelee&");
Layout("Keybinding_RopeThrow", "&TutN_BtZ_Locomotion_1&");
Layout("Keybinding_ZombieSpitPound", "&BtzZombie_SpitPound_AwardReason&");
Layout("Keybinding_CancelCharge", "&CancelGroundPond&");
Layout("Keybinding_ThrowSpit", "&TutN_BTZZombieSpits&");
Layout("Keybinding_ZombieExecuteTrigger", "&Keybinding_Use&");
}
View("&Keybinding_View_Buggy&", "DLC17")
{
Layout("Keybinding_BuggyThrottle", "&Keybinding_BuggyThrottle&");
Layout("Keybinding_BuggyBrake", "&Keybinding_BuggyBrake&");
Layout("Keybinding_BuggyTurnLeft", "&Keybinding_BuggyTurnLeft&");
Layout("Keybinding_BuggyTurnRight", "&Keybinding_BuggyTurnRight&");
Layout("Keybinding_BuggyHandbrake", "&Keybinding_BuggyHandbrake&");
Layout("Keybinding_BuggyToggleLights", "&Keybinding_BuggyToggleLights&");
Layout("Keybinding_BuggyLeave", "&Keybinding_BuggyLeave&");
Layout("Keybinding_BuggySkill0", "&Keybinding_BuggySkill0&");
Layout("Keybinding_BuggySkill1", "&Keybinding_BuggySkill1&");
Layout("Keybinding_BuggySkill2", "&Keybinding_BuggySkill2&");
Layout("Keybinding_BuggyLookBack", "&Keybinding_BuggyLookBack&");
Layout("Keybinding_BuggyBreakGrab", "&Keybinding_BuggyBreakGrab&");
Layout("Keybinding_BuggySonar", "&Keybinding_BuggySonar&");
Layout("Keybinding_BuggyHeal", "&Keybinding_BuggyHeal&");
}
// lyr
Layout("lyr_preference_groundpound")
{
Preset("Default")
{
RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.3); }
}
Preset("Shorter")
{
RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.2); }
}
Preset("Longer")
{
RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.4); }
}
}
//Layout("lyr_preference_manup")
//{
//Preset("Tap")
//{
//RemoveAction(_ACTION_USE_MANUP,EInputDevice_Keyboard);
//AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
//}
//Preset("Hold")
//{
//RemoveAction(_ACTION_USE_MANUP,EInputDevice_Keyboard);
//AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.2); }
//}
//}
Layout("lyr_preference_watch")
{
Preset("Hold")
{
RemoveAction(_ACTION_LOOK_AT_WATCH,EInputDevice_Keyboard);
RemoveAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputDevice_Keyboard);
AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.3); }
AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
}
Preset("Tap")
{
RemoveAction(_ACTION_LOOK_AT_WATCH,EInputDevice_Keyboard);
RemoveAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputDevice_Keyboard);
AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
}
}
use lyr_qu_keyselect(layoutname = "lyr_quickuse1", slotNumber = _ACTION_EQUIPMENT_SLOT1);
use lyr_qu_keyselect(layoutname = "lyr_quickuse2", slotNumber = _ACTION_EQUIPMENT_SLOT2);
use lyr_qu_keyselect(layoutname = "lyr_quickuse3", slotNumber = _ACTION_EQUIPMENT_SLOT3);
use lyr_qu_keyselect(layoutname = "lyr_quickuse4", slotNumber = _ACTION_EQUIPMENT_SLOT4);
//LayoutKeybinding("lyr_manup", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
//{
//Action(_ACTION_USE_MANUP);
//}
LayoutKeybinding("lyr_watch", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
{
Action(_ACTION_LOOK_AT_WATCH);
Action(_ACTION_STOP_LOOKING_AT_WATCH);
}
LayoutKeybinding("lyr_dummy", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
{
Action(_ACTION_EXECUTE_TRIGGER4);
}
View("Quick Use & Watch Mod")
{
Layout("lyr_preference_groundpound","Ground Pound Delay");
//Layout("lyr_manup","Man-Up!");
//Layout("lyr_preference_manup","Man-Up! Activation Preference");
Layout("lyr_watch","Watch");
Layout("lyr_preference_watch","Watch Check Preference");
Layout("lyr_dummy","Unbinder");
Layout("lyr_quickuse1","Quick Use Equipment 1");
Layout("lyr_quickuse2","Quick Use Equipment 2");
Layout("lyr_quickuse3","Quick Use Equipment 3");
Layout("lyr_quickuse4","Quick Use Equipment 4");
}
}
Edit: I only applied your edits to the new file. I haven't tried " The Following" yet though. Not sure if that's where your crashes are coming from. Oh and I've only tried quick-use and not the watch.
Thanks for the reply, I'll inspect this as soon as I can!
Anyway, thank you for your help. A bit late for many other people out there, but trying to mod multiple games at once is... well, it's something I'll be avoiding in the future.
this is the only bind that doesn't work