View Full Version : The Incomplete and Unofficial Guide to /bind (1.1)
Ex_Libris
05-09-2004, 09:46 AM
THE WHOLLY UNOFFICIAL AND FAIRLY INCOMPLETE GUIDE TO /BIND
Version 1.1
Updated in this version:
- Slash commands Appendix edited and updated (thanks to Jason Brannen for his initial work on this, and to Grotus for adding a LOT of new information and adding syntax references to many of the entries)
- New Appendix for Named keys
INTRODUCTION
Welcome to the Wholly Unofficial and Fairly Incomplete Guide to /bind, an attempt to collect all the information we know about the bind command and organize it in a way that will make using it a lot easier to understand. Bind is a very powerful tool for customising the way you play your game, and while it's a little confusing to use when you first get into it, it gets easier the more you play with it.
This guide will (hopefully) make it easier for you to:
- Understand what the /bind command does
- Get a solid grasp on how it works, so you can play around with it on your own, and
- Immediately start using /bind to remap your keyboard and mouse in ways that the basic options in-game will now allow
This guide was written by me (Curveball) in my spare time. It was written based on my experiments during the beta program, and based on the tests and observations of others. I am not a developer and I am not a programmer, which means that this guide may contain inaccurate information. I will attempt to update it, and I'm sure other people in the community with more in-depth knowledge of /bind will make corrections as they find them. However, while going through this guide please understand that it reflects my personal understanding of what /bind is and how it works. No developer oversaw or authorised the creation of this guide, and there is always the off-chance that on any given subject I have no idea what I'm talking about.
Why this guide exists
I have been playing around with /bind since my second week of testing, and one of the things that made it difficult to figure out what to do was that all the information you need exists in multiple locations. There is a list of official keybinds, a /bind FAQ, a /bind FAQ comments thread, a list of unofficial slash commands, my own thread on binding commands to your mouse, El_Presidente's thread on creating "toggle binds," various threads on keybinds.txt files, and more. All of these threads are useful and worth reading, but it helps if you go into any one of those threads with a general knowledge of all of them. This guide is an attempt to give you a fairly basic understanding of /bind so that you can read those threads and understand what everyone is talking about.
This guide also exists because the /bind commands can make the game more accessible to people who otherwise would not be able to play it. One of the first threads that I remember following with interest on the beta testing forums was started by a man who was disabled and had limited motor functions -- he could use either the keyboard or a mouse, but not both. This is exactly the kind of situation where the /bind command can shine -- while it can't solve his problem (both the mouse and keyboard are needed in this game, and you can't do away with either) it is possible to use /bind to make the game vastly easier to play and to minimize the awkward spots.
Acknowledgements
Back in the beta testing days I searched through threads gathering all the information I could find on /bind, and I took lots of useful info from a lot of people. There are a few people, however, who I want to acknowledge specifically, either because they were developers who were very accessible and helpful when it came to talking about the subject or because they were other testers who loved playing around with this stuff and talking about it as much as I did.
poz
pohsyb
SaberCat
Weap0nX
El_Presidente
Jason Brannen
and since release there have been a few others who have been invaluable resources:
Grotus
Vapors
I know there are more people who should be on this list, but at the moment I can't remember any of them (and alas, I only saved two threads from the old boards). I apologize if I left you off that list, and I thank you for your help.
Ex_Libris
05-09-2004, 09:46 AM
UNDERSTANDING WHAT /BIND IS
City of Heroes comes with a set of predefined in-game navigation and control commands. Pressing the W key moves your character forward, pressing the A key rotates your character to the left, pressing the D key rotates your character to the right, and so on. If you're not happy with these commands, you can open up the options panel, press the controls button, and replace some of them with key strokes our mouse button clicks of your own choosing. But you can't do this with every single key in the game. If you want more control over how the in-game commands are assigned to keys, you must use /bind.
In it's simplest form, /bind tells the game "from now on, when this button is pressed I want you to trigger that action." That action could be anything -- start a power, bring up a UI panel, send a message to another player. It's even possible to assign multiple actions to the same bind, though there are limits, and the more complex your /bind the greater a chance that something unexpected (and perhaps unwanted) will happen. That button can be almost any button on your keyboard or mouse, though again there are some limits. But essentially, /bind is telling the game that when you press the F key you want to activate the Hover power.
What /bind is not
/bind is NOT a macro language, and it cannot be used to automate your actions. In some games it is popular to write macros or shortcuts that allow you to queue up a number of attacks: for example, to start out with jab, then punch, then haymaker, and then to repeat until you no longer have a target. This is not possible using /bind, though it is possible to do some interesting things with it that come close.
There are in fact macros in the game, but they are slightly different than macros in other games. Macros will also be covered at the end of this guide, since they share many similiarities to /bind (and enough differences to make them important).
Ex_Libris
05-09-2004, 09:48 AM
USING /BIND: THE BASICS
Before you can understand how to use /bind properly, you need to know how to use "slash commands." Slash commands are commands that you send to the game while using the chat window. /bind is a slash command, so understanding how they work in general will help you understand how to use /bind specifically.
Tangent: a brief guide to slash commands
While you are in-game, press your ENTER key. You'll see a flashing prompt in your chat window. You've probably used this any number of times to say something to other players in game, either through the local, team, broadcast or query channels. You may also know that if you append a slash ("/") to certain words they will be interpreted as in-game commands. For example, if you have ever fallen through the city and find yourself standing in the middle of a big blue void, with the ghostly image of the city hanging above your head, you might press the ENTER key and type
/stuck
and voila! You re-appear at the entrance to the zone you were just in. City of Heroes saw the slash in front of "stuck" and realized that you were sending it a command. It then looked up "stuck" and saw that it needed to return you to the proper zone, and *poof* -- it was done.
Any time you put a slash in front of text in your chat window, City of Heroes interprets the word that follows as though it were a command, whether the command exists or not. For example, /g tells CoH that all of the text following the "g" should be send to the group channel (or the team channel).
So if I typed
/g I'd really like a ham sandwich.
Anyone in my team would see the following message
I'd really like a ham sandwich.
Some commands are a little more complicated -- not only will the game need to know the general command to tell it what to do, it will need a few pointers to show it how or where to do it. For example, /t or /tell informs the game that you want to send a single character on the server a private message. But which character?
The proper way to send a tell is to type the following:
/t [character name], Hey! Want to group?
[character name] in this case represents someone's actual name. So what you have to do is use the /t commend, then enter the character's name, then use a comma to separate the instructions from the message, then type the message. So
/t Curveball, Hey! Want to group?
Would cause the message "Hey! Want to group?" to show up in my text window. Which, by the way, is not necessarily a great idea because he's not the best defender ever made. Caveat Emptor...
All this really means is that when you're using a complicated slash command you often have to be very specific in telling City of Heroes what you want to happen, and that often you have to give it that information in a very specific way. For example, if you typed
/t Curveball Hey! Want to group?
City of Heroes wouldn't know what to do. For all it knows, the character you're trying to send a message to is named "Curveball Hey! Want to group?" which is impossible, since the name field doesn't allow exclamation points or question marks. The comma after the name is very, very important, because it tells the game "I've told you who to send the message to, now I'm going to tell you the message."
Bringing the tangent back on-topic
That's all well and good, you ask, but what does that have to do with /bind? Well, two things:
- First, /bind is a slash command (as I've already said) and you need to know how slash commands work in general
- Second, /bind is a slash command that can TRIGGER OTHER SLASH COMMANDS.
You'll see what I'm talking about later.
Parsing a /bind command
/bind, like /t or /tell, requires that you parse (format) your command very specifically. The basic layout of a properly constructed /bind command is
/bind [trigger] "[command]"
First you identify the slash command (/bind). Then you identify what key will start the command ([trigger]) and then you place quotes around what the /bind actually does ([command]).
Of course, none of that makes any sense unless you know what a trigger is and what a command is.
Triggers
A trigger is either a:
- single key
- combination of keys
- mouse click, or
- key and mouse click combination
that activates the /bind command. A trigger can be pressing the e key, or clicking mouse button 1, or pressing the left shift key in combination with either the e or mouse button 1. Combinations of keys and mouse buttons allow you to map a lot of very specific commands to a limited number of keyboards, provided you can keep track of all of them in your head.
Each key has a name that /bind uses to differentiate it from other keys. The majority of the names are pretty easy to figure out -- for example, the e key is "e", and the F1 key is "F1." But because some keys on your keyboard share the same name, City of Heroes has assigned them unique, more complex names to set them apart. For example:
lshift -- the shift key on the left side of your keyboard
rshift -- the shift key on the right side of your keyboard
numpad1 -- the "1" key on your number pad (as opposed to the row of numbers at the top of your keyboard)
lbutton -- the left mouse button on a right-handed mouse (more commonly known as mouse button 1)
mbutton -- the middle button on a three-button mouse (more commonly known as mouse butotn 3, often the scroll wheel on modern mice)
button4 -- usually the thumb button on modern mice
Some special keys can be used in combination with other keys and mouse buttons. These keys are called chord keys -- they do not act as triggers themselves, but can be used with trigger keys to make new triggers.
For example, suppose you've set up the e key to trigger your tanker's Temporary Invulnerability power. In this case, E is a trigger -- when you press it, it causes the Temporary Invulnerability power to activate. So the /bind command might look like
/bind e "[power activation command]"
(The specifics of the command are not important at the moment. It will be dealt with in the next section. )
The e key is very convenient to access in combat, and if you want you can combine it with a chord key in order assign another command to it. So you could have
/bind lshift+e "[another power activation command]"
which would tell the game "when the left shift chord key key is pressed, and then (while the left shift key is still pressed down) the e trigger key is pressed, execute the following command."
In the first example, pressing the e key allows you to trigger a power. In the second example, pressing the left shift key and e key together allows you to trigger another power entirely -- the shift key is essentially making the e key a completely new trigger.
When you are setting up a chord key and trigger key combination you separate them with the "+" symbol. This tells the game that you are using both keys together. /bind commands are read from left to right, so if you are using chords in a trigger you must always use the chord key FIRST. If you typed
/bind e+lshift "[another power activation command]"
the game would read it as
/bind e "[another power activation command]"
and OVERWRITE your original e binding. It does this because e is a trigger key, and cannot chord -- so it sees "oh, there's an e, I can't do anything else" and skips right to the command in quotation marks.
Commands
A command is the instructions the game follows when a trigger is pressed. Commands are usually other slash commands -- in fact, most of the time when you create a /bind you are assigning a slash command to a key or mouse button.
But what are these commands, you ask? Well there are a lot of them, and they're scattered around the forums, but the most important ones can be found in these two locations:
- APPENDIX A (which can be found at the end of this guide) provides a list of all the default keybindings -- which keys trigger which navigation and combat actions, that sort of thing
- APPENDIX B (which can be found at the end of this guide) provides a list of all the slash commands that existed as of the time of the posting. It may or may not be up to date -- there may be new slash commands, and some of the listed commands may no longer work.
Putting it all together
Now that you know what triggers are, what types of things those triggers can make happen, let's look at a simple /bind command:
/bind e "powexec_name Temp Invulnerability"
This tells the game that whenever the e key is pressed, the power "Temporary Invulnerability" should activate.
Now, powexec_name is a slash command. If you were to activate Temporary Invulnerability in your chat window, you'd type
/powexec_name Temp Invulnerability
and the power would trigger (assuming you had it). By binding that command to the e key, you save a lot of time, especially in combat.
One of the things you will notice in the /bind example is that the slash command was called out without the actual "/." /bind assumes that you are going to send it a slash command, so the slash is unnecessary (and I believe that if you use the slash it will not work.)
Ex_Libris
05-09-2004, 09:48 AM
BINDING MULTIPLE COMMANDS TO THE SAME KEY
The previous example was the simplest form of a /bind command: a key triggered a single action. Sometimes you might want to do something a little more complicated, set up a binding so that when a single key is pressed, multiple things happen simultaneously.
In keeping with our previous example, let's say that when the Temporary Invulnerability power is triggered you want to have your character say "I am invincible!" Well, that is actually two slash commands:
/powerexec_name Temp Invulnerability
/local I am invincible!
To do this, you need a way to tell /bind "but wait, I want you to do something else." You do this by inserting "$$" between the two commands:
/bind e "local I am invincible!$$powerexec_name Temp Invulnerability"
"$$" can be thought of as "and then" -- you are telling the game "say 'I am invincible!' AND THEN trigger the Temporary Invulnerability power." The game will do just that -- in that order -- though it will happen so quickly it will appear to occur simultaneously.
You could do this with just about any power you want. A popular keybinding is to add a message to the taunt power, like
/bind t "local C'mere, ya pansy! Who wants some?$$powerexec_name Taunt"
You can even do this to trigger more than one power with the same key:
/bind e "powerexec_name Temp Invulnerability$$powerexec_name Hover"
This turns on the the Temporary Invulnerability power and then turns on the Hover power. (Unless Hover is already on, in which case it turns Hover off.)
Things to consider when using $$
Some developers have recommended omitting spaces between the commands that appear before and after the $$ symbols. All of the examples in this guide adhere to that "standard," but some of the examples the developers have used in various threads do not. However, placing a space between $$ and your commands can cause things to break. For example:
/bind h "powexec_name Healing Aura $$ local You are healed!"
will not work. Why? Because the /bind command is not being read as "execute 'Healing Aura'," it's being read as "execute 'Healing Aura '" -- note there is a space after Aura. Since there is no such power as Healing-space-Aura-space, nothing happens.
Strangely enough, you CAN use
/bind h "local You are healed! $$ powexec_name Healing Aura"
and it WILL work. This is because the first command is a text message, and City of Heroes doesn't care if a text message ends in an exclamation point or a space.
At any rate, I suggest leaving no spaces at all between your first command, the $$, and the second command... and third command... and fourth command... etc.
What you CANNOT do with multiple actions
The one thing you can't do when you bind multiple actions to the same key is set up a macro that will execute one attack, then a second attack, then a third attack, and so on. If you tried to do the following:
/bind 1 "powexec_name Punch$$powexec_name Jab$$powexec_name Haymaker"
then the game would immediately try to set up punch, an instant later be told to execute a jab instead, and finally be overridden a third time and be told to perform a haymaker. And the only thing it would do is perform a haymaker.
There is an intesting trick you can use to get around this to an extent -- it's covered in "Neat things you can do with /bind."
Ex_Libris
05-09-2004, 09:49 AM
USING VARIABLES IN /BIND
Sometimes you will want to create a binding that will require the use of information that you won't necessarily have at the moment. You may not have it because you don't know it, or because that information changes, or because that information will be different depending on which character you're playing (and you want a common set of key bindings for all your characters). City of Heroes currently supports six variables that you can use as placeholders, which will be substituted with the actual information when it is available.
Five of the variables are placeholders for information about your own character:
$name -- your character's name
$origin -- your character's origin
$archetype -- your character's archetype
$level -- your character's level
$battlecry -- your character's batlecry
It is possible to supply this information yourself, but then the /bind command would be specific to that character only, and if you ever exported the key bindings and imported them into another character you would have redo those /binds. Besides, your level changes throughout the game.
With these variables, it is possible to have a /bind command like this:
/bind v "local Hello, I am $name, a level $level $origin $archetype. $battelcry"
This bind would cause whichever character you were using at the time to fill in those variables with information specific to their individual builds. If we were to use my characters, for example:
Curveball
"Hello, I am Curveball, a level 10 magic defender. You have GOT to be kidding me!"
The Judge
"Hello, I am Judge, a level 11 mutant tanker. You are... guilty."
Stormhaven
"Hello, I am Stormhaven, a level 12 mutant defender. "
Note that if the battlecry has its own punctuation (as both Curveball's and the Judge's do) it will be included in the battlecry string (which is why I did not include any in my bind.) Stormhaven, who has not battlecry, says nothing -- but there is still a trailing space between the period at the end of the first sentence and where the battlecry would start.
The last variable is $target, which acts as a placeholder for the name of any OTHER character you are currently selecting -- what that character be another hero, a civilian, or a villian. This variable can be very useful when you want to identify whoever you've targeted.
For example, you could create a /bind command that would call out a specific villian whenever your tanker uses taunt:
/bind t "local C'mere, $target!$$powexec_name Taunt"
If you had selected a Hellion Gunner and selected the t key, your character would say "C'mere, Hellion Gunner!" and activate the Taunt power.
This can be used in benign ways as well. I recently teamed up with a character who used the teleport friend power, and had a key binding set up to inform group members when this was happening. I believe he used a key binding similiar to
/bind t "group $target, prepare to be teleported to my location.$$powexec_name Recall Friend"
This sent a message across the group channel letting everyone know that a character was about to teleported to the hero using the power, and then activated the Recall Friend power. If he had wanted the message to be more private, he could have done it this way:
/bind t "tell $target, Prepare to be teleported to my location.$$powexec_name Recall Friend"
In this example, the variable $target is actually part of the command -- remember, tell needs a character name (followed by a comma) in order to know who to send the message to.
Ex_Libris
05-09-2004, 09:49 AM
USING /BIND WITH YOUR MOUSE
Mouse buttons are trigger keys just like your standard keyboard keys are, so you can assign /bind commands to them in pretty much the same manner.
The trigger key names for each of the mouse buttons are listed below.
lbutton -- the left mouse button on a right-handed mouse. It is usually referred to as "Mouse Button 1" when used in the context of both left and right handed mice.
rbutton -- the right mouse button on a right-handed mouse. It is usually referred to as "Mouse Button 2" when used in the context of both left and right handed mice.
mbutton -- the button between Mouse Button 1 and Mouse Button 2. In modern mice it usually doubles as the scroll wheel. It is usually referred to as "Mouse Button 3."
button4
button5
button6
button7
button8
Buttons 4 through 8 are used to describe extra buttons your mouse may have. At present (29 March 2004) it does not seem possible to successfully use button5, button 6, button 7 or button 8 in key bindings. Button4 seems to work just fine.
lbutton/button 1
Button 1 is used in-game when you select targets (friendly, unfriendly and neutral) and click on items in the user interface (or certain objects in game). It seems to resist being overridden. You cannot, for example, attempt to REPLACE its default "click" binding with another command. Attempts to do so cause both commands to execute.
For example:
/bind lbutton "+forward"
Does not replace button 1's default functionality with "forward" -- instead, when you press down on button 1, a "click" is triggered AND your character moves forward. This could have some awkward consequences -- if your mouse was resting over a power icon in the power tray, for example, and you clicked on the button to move forward you would also click on that power.
rbutton/button 2
Button 2 is used in-game to "right click" on objects in order to see the options on their cascading menu. This is extremely important because it gives you access to the complete descriptions of powers, or the ability to trade with other characters.
Button 2 is easier to override than button 1, but it still retains the ability to pop up a right-click menu, no matter what you do to it. For example, I currently have my mouse set so that pressing button 2 puts it in a permanent mouse look mode until I hit another key to bring it out of it. If I do this when hovering over a button on the power bar, the popup menu appears even though the mouse has disappeared and there's no way to access anything on it. I have to hit the escape key to make the menu disappear before I can continue playing the game.
mbutton/button 3
Button 3 is a weird button. It seems to be permanently bound to +camrotate, which allows you to rate the camera around your character. I have been able to override this key command for short periods of time, but eventually +camrotate suddenly re-attches itself to mbutton, while retaining the functionality of whatever else is bound to it. I can't figure out exactly why this happens or why it sometimes happens immediately and why it sometimes doesn't happen for an hour.
Ex_Libris
05-09-2004, 09:49 AM
SAVING AND LOADING YOUR KEYBINDS
If you want to save your keybindings to your hard drive, use the slash command /bind_save. This saves your keybinds in a file called keybinds.txt, located in the root directory of your c: drive.
If you want to load the keybinds.txt file, use the slash command /bind_load. As long as the keybinds.txt file is still in the root directory of your c: drive, it will load automatically.
It is possible to load other text files with keybinding commands in it simply by specifing the file name and location. The full command is
/bind_load_file [path]
So, for example,
/bind_load_file c:\coh\textfiles\judge.txt
would load the judge.txt file from the c:\coh\textfiles directory.
When a bind file is loaded using either /bind_load or /bind_load_file, the new file does not REPLACE the old file, it is MERGED with it. If a keybinding conflicts between the current file and the file being loaded, the binding in the file being loaded is used... but any key binding mentioned in the current file that is not present in the file being loaded is left alone.
Thus you can use /bind_load_file to load a keybinds file that has only two entries in it, and only those two entries will be changed. This is useful in the toggle keybindings section of the "Neat things you can do with /bind" chapter.
Understanding Keybinds.txt
The keybinds.txt file is the file that is created when you use the /bind_save slash command. It contains a list of all the triggers and commands you have defined for the character you saved it from.
This is a sample of what keybinds.txt looks like:
[ QUOTE ]
Q "powexec_name Hurricane"
R "powexec_name Sprint"
RALT "alttraysticky"
RBUTTON "+forward$$+mouse_look"
SHIFT+RBUTTON "+backward$$+mouse_look"
ALT+RBUTTON "nop"
RIGHT "+turnright"
[/ QUOTE ]
Notice the /bind command is not used at all. All you see is the trigger and the command. If you want to make custom keybind files (that can be loaded with the slash command /bind_load_file) then you need to follow this format. Use the /bind command in the chat window, not in the keybinds.txt file.
Ex_Libris
05-09-2004, 09:50 AM
USING "TOGGLE BINDS"
/bind is designed to tie a specific command to a specific key. The command might be fairly elaborate, involving an action, speech, a remapping of auto-attack, and a few combinations of slash commands, but each time you press the key it always invokes the same command. "One key, one command" is the way /bind was intended to work.
There is, however, a way around this.
Let's say that you want to bind some text to your character's taunt power, so that your character will actually taunt the villian when the power is activated. But you don't want to use the same text time after time after time, because you don't want your group to get annoyed. So you come up with five different taunts:
"Get over here!"
"You're next."
"Who wants some?"
"C'mere, ya pansy."
"Let's see what you've got."
These taunts will add a little variety to your character's taunting power, and because it's not the same thing over and over again may be a little tolerable for your teammates.
Now, you could go ahead and bind each taunt with your taunt power, each to a different key, but that would be wasteful. Wouldnt' it be more convenient if you hit one taunt key, and each time you did so it called up a different taunt? It is possible to configure a key to "toggle" through a set of different keybindings, but it's a little complicated. The way you do this is by constantly replacing your current keybinding with a new one, using the command /bind_load_file
a brief tangent: a recap of /bind_load_file
The /bind_load slash command tells City of Heroes to load the keybinds.txt file in the root directory of your C: drive. The /bind_load_file slash command allows you to specify the name and location of the keybinding file you want to load. Thus, I use the following commands:
/bind_load_file c:\keybinds\curveball.txt
/bind_load_file c:\keybinds\stormhaven.txt
/bind_load_file c:\keybinds\judge.txt
and the game would go into my c:\keybinds directory and load whatever file name I specified.
The curveball.txt, stormhaven.txt and judge.txt files have a few commands specific to those characters -- Stormhaven is a storm/electric defender, and the key I use to bring up his hurricane power is the same key I use to bring up Curveball's teleport foe power. The key I use to bring up The Judge's temporary invulnerability power is the same I use to bring up Curveball's force field power. When I create a new character that has a similar archetype to one of these, I first use /bind_load to bring in my basic command set, then I use /bind_load_file c:\keybinds\curveball.txt (or stormhaven.txt, or judge.txt) to bring in archetype-specific keybindings.
And because these files only require a few deviations from my default keybinds.txt file, I only need to include a few commands in each:
curveball.txt
e "powexec_name Personal Force Field"
w "nop"
q "powexec_name Teleport Foe"
f "nop"
t "nop"
stormhaven.txt
e "powexec_name Steamy Mist"
w "powexec_name Freezing Rain"
q "powexec_name Hurricane"
f "powexec_name Hover"
t "nop"
judge.txt
e "powexec_name Temp Invulnerability"
w "nop"
q "nop"
f "nop"
t "powexec_name Combat Jumping"
Each of these files only import five keybinds. Some of those keybinds are simply commands that overwrite what was originally there and replace it with nothing (nop) and others are specific powers.
If I wanted, in my default keybinds.txt I could create commands that automatically loaded these:
numpad1 "bind_load_file c:\keybinds\curveball.txt"
numpad2 "bind_load_file c:\keybinds\stormhaven.txt"
numpad3 "bind_load_file c:\keybinds\judge.txt"
then by hitting the numbers 1-3 on my number pad I could automatically load a custom bind set.
putting the tangent back on course: creating a toggle bind
To set up a key that toggles between the five taunts I listed earlier in this section, you need to create custom keybind files for each of them. These keybind files need to contain three things:
- the command to speak the taunt,
- the command to activate the taunt command, and
- the command to load the next taunt binding
The first thing you need to do is to create five keybind files:
taunt1.txt
taunt2.txt
taunt3.txt
taunt4.txt
taunt5.txt
In each taunt file, you need to put in the /bind command that gets executed. So each file would look like this:
--taunt1.txt--
t "local Get over here!$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt2.txt"
--taunt2.txt--
t "local You're next.$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt3.txt"
--taunt3.txt--
t "local Who wants some?$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt4.txt"
--taunt4.txt--
t "local C'mere, ya pansy.$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt5.txt"
--taunt5.txt--
t "local Let's see what you've got.$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt1.txt"
When taunt 1 is active, pressing t will cause the character to say "Get over here! and activate the taunt power. At the same time, City of Heroes loads the taunt2.txt file and (since the bind command is for the same key) overwrites the t key with the new binding. So the next time t is pressed the character says "You're next." and the taunt power is launched again -- and this time, taunt3.txt is loaded, and THAT binding replaces the current one, and so forth and so on until finally taunt5.txt rebinds the key to load taunt1.txt, and the cycle starts over again.
Because the toggle bind is only loading and replacing one keybinding at a time, the process takes place very quickly.
Now the only thing left to do is to actually bind t to the first toggle command. You can either do this manually or you can add it to your keybinds.txt file:
t "local Let's see what you've got.$$powexec_name Taunt$$bind_load_file c:\keybinds\taunt1.txt"
when you use the slash command /bind_load, then t will be bound to emulate the taunt5.txt binding, and the next time t is pressed the first taunt binding will activate.
As long as you are willing to be patient and set up your files before you get into the game, you can create toggle binds for just about everything. I was able to create a toggle bind for my mouse: pressing a key loaded one set of binds to my mouse (to put it in "movement mode") and pressing it again loaded another set of binds (to put it in "default mode").
Ex_Libris
05-09-2004, 09:50 AM
MACROS
What do you do when you run out of keys to bind? Create icons.
By the time you've reached 40th level in City of Heroes you'll have roughly 20 powers. Some of those powers will be powers you need to activate, some won't. If every single power required activation, they would take up two full trays on your power bar...
... so why are there nine trays? Why, so you can create your own icons, of course!
In City of Heroes it is possible to create your own icons on the power bar. These icons can be activated with a mouse click, or can even be bound to keys if you use the /powexec_tray slash command to identify which tray and which slot in that tray the icon is sitting. You do this by using the /macro command.
/macro is very similar to /bind -- you are, in effect, binding a command to an object. The main difference is that /bind uses objects that already exist (keys on your keyboard) as the trigger, whereas /macro creates the trigger and then associates the command to it. The trigger it creates is a new icon that sits on the first empty slot on your power bar.
The basic format for /macro is
/macro [macroname] "[command]"
It is possible to do anything with /macro that you can do with /bind. The only major difference is that instead of pressing a key to trigger the command, you click on the macro icon sitting in the power bar. You can also use any key bindings associated with the slot it is sitting in (for example, if it were in the second slot on the first tray of the power bar, you could press the 2 key to activate the macro) but you cannot bind a key directly to the macro itself.
People are often confused by /macro because it's so similar to /bind. Here's an example of macro creation to put the entire thing in context.
Let's say I want the Judge to have an emote/speech combination: I want him to perform the ThumbsUp emote and say "Good work!" But I don't want to devote a key to it -- I need my keys for combat and navigation controls -- but I decide it would be all right if I could just click on an icon in the power tray to perform that function.
I know what the /bind command would be for this:
/bind [some key] "em ThumbsUp$$local Good Work!"
For /macro, [some key] is replaced by whatever name you want to give the macro:
/macro GW "em ThumbsUp$$local Good Work!"
typing that in the command window will cause a new icon to appear in the first empty slot on the first available tray on my Power Bar... with the letters "GW" stamped on it. I can now move that icon anywhere I want to on my tray, and clicking on it will cause the Judge to stick his thumb up in the air and for him to say "Good Work!"
You can name your macro anything you like, but the icon has limited space to actually display the letters. I try to keep my macros down to one or two-letter names so they can be read clearly on my icon tray.
That is the /macro command in a nutshell. Really, that's all there is to it. /macro seems tricky because it is almost identical /bind, and the "almost" throws people. The only difference between the two is that /macro creates the object that triggers the command, and you need to tell the game what the object is named.
Ex_Libris
05-09-2004, 09:51 AM
NEAT THINGS YOU CAN DO WITH /BIND
This is the section that has samples of some of the fun stuff you can do with the /bind command. Most of these ideas are not my own -- they were picked up here and there from people far more ingenious than I.
Getting around the "no queued attack" rule
We've already learned that you can't actually "queue up attacks" with /bind -- but there is away to get around that limitation, to an extent. One of the participants in my "The Day I remapped my mouse with /bind" thread had an ingenious bind that did no less than SEVEN actions. The last two actions were to attack with two different ranged attacks.
How did he do it? By not really attacking the first attack -- instead, he just set it up so that attacking would be the immediate consequence of the command:
/bind numpad0 "powexec_auto Dark Blast$$powexec_name Moonbeam"
This is just the last bit of the original bind, which is much longer. When the 0 button on the number pad is pressed, Dark Blast is set up as an automatically fired power -- that is, it will fire at an enemy is selected and within range of the attack. After Dark Blast is set to auto, Moonbeam is fired. So this is what happens:
1. Dark Blast is set up as an "autofire" power.
2. Moonbeam is fired.
3. Dark Blast will fire, recharge, fire, recharge, fire, recharge, etc.
With this bind, you essentially set up two attacks, but you only specifically fire off one.
Targeting the nearest enemy
The tab key is nice for quickly moving from enemy target to enemy target, but how do you quickly attack the closest enemy to you? It's easy -- first you tell the game to target no-one at all, then you tell to to target an enemy -- it will always choose the closest one to you:
/bind space "target_enemy_near"
When you press the space bar, the game will drop any target you currently have and then target the closest enemy.
Remapping your mouse to control your movement
If you're not satisfied using your keyboard to control all your movement, you can bind navigation and movement keys to your mouse buttons. To give you greater mouse control. The following examples assume you have a four button mouse:
/bind rbutton "+forward$$+mouse_look"
/bind lbutton "-mouse_look"
/bind mbutton "map"
/bind button4 "+up"
/bind lshift+rbutton "+backward$$+mouse_look"
/bind lalt+rbutton "-mouse_look"
The first button is the basic navigation command. When you click mouse button two, the mouse enters "mouse look" mode. The mouse pointer disappears when you move the mouse to the left or right, your character turns left or right. When you move your mouse up or down, your character looks up or down (and if flying, your character tilts up or down). Now every time you press down on mouse button 2 your character will move forward.
The second binding ends mouse look -- when you actually need to use your mouse to click on something, click on mouse button 1 and your pointer will reappear.
The third mouse binding causes the zone map to pop up whenever you press mouse button 3. Mouse button 3 will probably continue to stay mapped to +camrotate, so you can still use it rotate the camera around your character. It is alternately annoying and amusing to see one happen when you're only interested in the other.
The fourth mouse binding allows mouse button 4 to control when the character jumps. I find that controlling jumps with my thumb gives me a lot more control over my timing.
The fifth mouse binding acts just like the first, only instead of going forward the character moves backward. Sometimes I find I have to re-enter the first mouse binding after entering this one, because it accdentally writes over the first. Re-entering the bind usually solves the problem, but it can sometimes be problematic.
The sixth mouse binding allows me to right-click on objects with my mouse when I have the left alt key pressed down in order to bring up the popup menu.
Ex_Libris
05-09-2004, 09:51 AM
APPENDIX A: DEFAULT KEYBOARD BINDINGS
This is the list of default keyboard bindings as of 29 March 2004.
Movement
w
+forward
a
+left
s
+backward
d
+right
q
+turnleft
e
+turnright
r
++autorun
f
follow
space
+up
x
+down
View
rbutton
+mouse_look
pageup
+camrotate
mbutton
+camrotate
pagedown
camreset
b
++third
mousewheel
+camdistadjust
Chat
enter
"show chat$$startchat"
/
"show chat$$slashchat"
;
"show chat$$slashchat"
Backspace
autoreply
,
"show chat$$beginchat /tell $target, " (Starts /tell to target)
'
quickchat
Powers
z
powexec_abort
1
"powexec_slot 1"
2
"powexec_slot 2"
3
"powexec_slot 3"
4
"powexec_slot 4"
5
"powexec_slot 5"
6
"powexec_slot 6"
7
"powexec_slot 7"
8
"powexec_slot 8"
9
"powexec_slot 9"
0
"powexec_slot 10"
lalt+1
"powexec_altslot 1"
lalt+2
"powexec_altslot 2"
lalt+3
"powexec_altslot 3"
lalt+4
"powexec_altslot 4"
lalt+5
"powexec_altslot 5"
lalt+6
"powexec_altslot 6"
lalt+7
"powexec_altslot 7"
lalt+8
"powexec_altslot 8"
lalt+9
"powexec_altslot 9"
lalt+0
"powexec_altslot 10"
f1
"inspexec_slot 1"
f2
"inspexec_slot 2"
f3
"inspexec_slot 3"
f4
"inspexec_slot 4"
f5
"inspexec_slot 5"
home
"powexec_name Sprint"
end
"powexec_name Rest"
Tray
lalt
+alttray
ralt
alttraysticky
=
next_tray
-
prev_tray
lalt+=
next_tray_alt
lalt+-
prev_tray_alt
lcontrol+1
"goto_tray 1"
lcontrol+2
"goto_tray 2"
lcontrol+3
"goto_tray 3"
lcontrol+4
"goto_tray 4"
lcontrol+5
"goto_tray 5"
lcontrol+6
"goto_tray 6"
lcontrol+7
"goto_tray 7"
lcontrol+8
"goto_tray 8"
lcontrol+9
"goto_tray 9"
lcontrol+0
"goto_tray 10"
Team
lshift+1
"team_select 1"
lshift+2
"team_select 2"
lshift+3
"team_select 3"
lshift+4
"team_select 4"
lshift+5
"team_select 5"
lshift+6
"team_select 6"
lshift+7
"team_select 7"
lshift+8
"team_select 8"
Windows
m
"map"
n
"nav"
p
"powers"
\
"menu"
t
"target"
c
"chat"
Misc
tab
toggle_enemy
lshift+tab
toggle_enemy_prev
rshift+tab
toggle_enemy_prev
esc
unselect
sysrq
screenshot
f6
"local RUN!"
f7
"say $$ emote thumbsup"
f8
"local HELP! $$ emote whistle"
f9
"local level $level $archetype$$local Looking for team"
f10
"say ATTACK! $$ emote attack"
f11
"emote hi$$local Hi, My name is $name, and I'm a $origin $archetype and a Libra. I believe in justice and long evening walks on rooftops."
A note about the "+" and "++" prefixes in some of these commands
The short explanation of the + and ++ prefixes is that they represent how persistently the command will be carried out. Most of these keybindings represent "press and fire" commands -- that is, you press down on the button and the action will be performed once, until the button is pressed again.
With a "+" prefix the command will be carried out for as long as the button is pressed down, and ceases as soon as the button is no longer being pressed. For example, the default binding for the w key is +forward. For as long as the w key is pressed down your character will continue moving forward... but as soon as the button is no longer being pressed, the character stops moving.
With a "++" prefix the command will be toggled "on" and will continue to be activated until the button is pressed again, toggling it "off." If the w key were bound to ++forward, pressing the w key once would cause the character to move forward, and that character would continue to move forward until the w key were pressed again.
Any command that has a + prefix can work with a ++ prefix, and vice versa. This can lead to some redundant commands. For example, ++forward works exactly the same as ++autorun -- you run until you turn the command off.
Ex_Libris
05-09-2004, 09:52 AM
APPENDIX B: KNOWN LIST OF SLASH COMMANDS
/afk [message]
Marks the player as Away From Keyboard (with given message)
/alttray
Toggle the secondary tray while a key is being pressed. (for keybinds)
/alttraysticky
Toggle the secondary tray
/auction [message]
Send message to request channel
/autoreply
Start an automatic reply for client
/autorun
Toggles autorun
/b [message]
Send message to entire map (broadcast)
/beginchat [string]
Starts chat-entry mode with given string
/bind [key] [command]
Binds a key to any command in this list - 'bind m map’ will activate the Map with the ‘m’ key.
/bindlist
Will list all keybinds
/bind_load
Will load the c:\keybinds.txt file
/bind_load_file [file location/file name]
Will load the named file from the specified location
/bind_save
Will save a file in c:\, called keybinds.txt with all your current keybinds
/broadcast [message]
Send message to entire map
/bug [bug subject]
Report a bug. Enter a short description of any length.
/camdist [distance]
Sets the distance in feet that the third person camera pulls back behind the avatar
/camdistadjust
Adjusts the camera distance relative to the current camera distance. Reads mousewheel for input.
/camreset
Resets the camera behind the player.
/chat
Toggles the chat window
/chat_cycle
Steps to the next chat channel in the list
/chat_set [channel]
Sets the chat channel to the given channel. Channel is the first letter of the channel you want to be current. You can also type the whole word.
/contextmenu [slot#]
Activate an context menu slot
/copychat_b
Copy the last X lines from bottom chat window into the clipboard
/copychat_t
Copy the last X lines from top chat window into the clipboard
/demote
Demote supergroup member one rank
/disable2D
Toggles UI
/e [string]
Emotes a text string
/em [string]
Emotes a text string
/emaildelete [message num]
Delete message <message num>
/emailheaders
Request email headers
/emailread [message num]
Request message <message num>
/emailsend [name] [subject] [body]
Send message <player names> <subject> <body>
/emote [string]
Emotes a text string. There are also animated emotes. They are akimbo, attack(same as point), bigwave(same as overhere), bow, burp, cheer, clap, crossarms, disagree, dontattack(same as no), explain, flex, flex1, flex2, flex3, hi(same as wave), jumpingjacks, kata, laugh, lecture, lotus(same as yoga), newspaper, no(same as dontattack), overhere(same as bigwave), point(same as attack), praise, raisehand, roar, salute, shrug, stop, tarzan, taunt, taunt1, taunt2, thumbsup(same as yes), wavefist, whistle, yes(same as thumbsup), yoga(same as lotus). The following emotes are may be used as decision-makers: cointoss, dice, rock, paper, scissors.
/estrange [name]
Remove player from friend list
/f [message]
Talk to friends
/findmember
Displays a list of players in your current zone looking for a team with thier name, archetype and level
/fl
Display friend list
/follow
Toggles follow mode
/friend [name]
Add player to friend list
/friendlist
Display friend list
/fullscreen
Sets video mode to fullscreen
/g [message]
Send message to group channel
/goto_tray [tray#]
Go to specified tray number
/group [message]
Send message to group channel
/hide [window]
Forces the named window to be hidden. (Synonym: window_hide)
/i [name]
Invite player to join team
/ignore [name]
Ignore User
/ignorelist
Displays a list of ignored users
/inspexec_name [inspiration name]
Activate an inspiration by name
/inspexec_slot [slot#]
Activate an inspiration slot in the first row
/inspexec_tray [tray#] [slot#]
Activate an inspiration slot in the given row and column
/inspirationslot [slot#]
Activate an inspiration slot
/invite [name]
Invite player to join team
/k [name]
Kick player from team
/kick [name]
Kick player from team
/kiosk home
Pop up the kiosk info for the nearest kiosk. (Assuming you're close enough.)
/l [message]
Send message to your area (same as ‘local’)
/leaveteam
Leave your current team
/local [message]
Send message to your area
/lookup
Adjusts camera angle up
/lookdown
Adjusts camera angle down
/loot
Brings up interact menu
/macro [macro name] "[command]"
Add a macro to first empty slot
/macroslot
Add a macro to provided slot
/manage
Go to the enhancement management screen
/map
Toggles the map window
/maximize
Maximizes window
/me [string]
Emotes a text string
/menu
Toggles the Menu
/namecaptain
Renames the captain rank
/nameleader
Renames the leader rank
/namemember
Renames the member rank
/nav
Toggles the navigation window
/netgraph
Toggles network statistics
/next_tray
Go to next tray
/next_tray_alt
Go to next secondary tray
/nop
No operation, does nothing (use to clear a bind from a key)
/p [name],
Send a message to only one player
/popmenu [menu]
Pops up the named menu at the current mouse location
/powexec_abort
Cancels the auto-attack power and the queued power.
/powexec_altslot [slot#]
Executes the given power slot from the alternate tray.
/powexec_auto [power name]
Sets the auto-attack power to given named power (or blank to shut it off, or toggles if it's on already).
/powexec_name [power name]
Executes a power with the given name.
/powexec_slot [slot#]
Executes the given power slot from the current tray.
/powexec_tray [slot#] [tray#]
Executes a power in the given tray and slot.
/prev_tray
Go to previous tray
/prev_tray_alt
Go to previous secondary tray
/private [name],
Send a message to only one player
/promote
Promote supergroup member one rank
/quickchat
Pops up the quickchat menu
/quit
Quits game
/req [message]
Send message to request channel
/request [message]
Send message to request channel
/s [message]
Send message to your area
/say [message]
Sends the given text on the current chat channel.
/say <bgcolor color>
Sets the background color of the chat balloon for that message only. Color can use html colors like #FF0000 or html color names like Papaya Whip. <> commands can be used with any chat channel prefix (/page, /tell, /whisper, /request, /auction, etc.)
/say <border color>
Sets the balloon color for that message only
/say <color color>
Sets the text color for that message only
/say <scale number>
Sets the size of the text in the chat balloon for that message only. The number must be between .6 and 1.25
/screenshot
Save a .tga format screenshot
/screenshotui
Toggle inclusion of UI in screenshots
/sell [message]
Send message to request channel
/show [window]
Forces a named window to open. (Synonym: window_show)
/sg [message]
Send message to super group channel
/sg_accept
Receives a supergroup accept
/sg_decline
Receives a supergroup decline
/sgcreate
Start a supergroup
/sgi [name]
Invite player to join supergroup
/sginvite [name]
Invite player to join supergroup
/sgk [name]
Kick player from join supergroup
/sgkick [name]
Kick player from join supergroup
/sgleave
Leave your current supergroup
/sgsetcostume
Sets supergroup costume parameters
/sgsetmotd
Sets supergroup “Message of the Day”
/sgsetmotto
Sets supergroup motto
/sgstats
Display supergroup info in chat window
/showfps
Show current frame rate
/sidekick [name]
Invite player to be your sidekick
/sidekick_accept
Accept an invitation to be a sidekick
/sidekick_decline
Decline an invitation to be a sidekick
/sk [name]
Invite player to be your sidekick
/slashchat
Starts chat-entry mode with slash
/startchat
Starts chat-entry mode
/stuck
Tries to get a player unstuck
/supergroup [message]
Send message to super group channel
/t [name],[message]
Send a message to only one player
/target
Toggles the target window
/target_enemy_far
Target farthest enemy
/target_enemy_near
Target nearest enemy
/target_enemy_next
Target next farther enemy from your current target (wraps)
/target_enemy_prev
Target next nearer enemy from your current target (wraps)
/target_friend_far
Target farthest friend. A friend is any friendly player or pet, not just teammates.
/target_friend_near
Target nearest friend
/Target_friend_next
Target next farther friend from your current target (wraps)
/target_friend_prev
Target next nearer friend from your current target (wraps)
/team [message]
Send message to group channel
/team_accept
Receives a team accept
/team_decline
Receives a team decline
/team_select [member#]
Select specified Team member. Example: /team_select 7 would select the 7th team member. This will not allow you to select yourself.
/tell [name], [message]
Send a message to only one player
/third
Toggles first/third person view
/toggle [window]
Show a window if hidden, hide a window if shown. (Synonym: window_toggle)
/toggle_enemy
Cycles through targetable enemies
/toggle_enemy_prev
Cycles through targetable enemies (in reverse, wraps)
/trade [name]
Invite player to trade
/trade_accept
Receives a trade accept
/trade_decline
Receives a trade decline
/tray
Toggles the tray window
/unfriend [name]
Remove player from friend list
/unignore [name]
Unignore User
/unselect
Unselects currently selected thing
/unsidekick
No longer mentor (or be a sidekick)
/unsk
No longer mentor (or be a sidekick)
/whisper [name], [message]
Send a message to only one player
/whoall
Print who's on this map
/window_color
Changes the window colors
/window_hide [window]
Forces the given window to be hidden. (Synonym: hide)
/window_resetall
Resets all window locations, sizes, and visibility to their defaults.
/window_show [window]
Forces the given window to be shown. (Synonym: show)
/window_toggle [window]
Show a window if hidden, hide a window if shown. (Synonym: toggle)
/windowcolor
Changes the window colors
/y [message]
Send message to entire map
/yell [message]
Send message to entire map
/zoomin
Adjusts the camera distance relative to the current camera distance
/zoomout
Adjusts the camera distance relative to the current camera distance
Ex_Libris
05-09-2004, 09:52 AM
APPENDIX C: NAMED KEYS
This Appendix contains a list of all the known "named keys" that can be used with the /bind command. A "named key" is a key that you must identify with a name rather than with a symbol: for example, the left shift is called "lshift" when using it with /bind.
These keys are fairly self-explanatory:
numlock
pageup
pagedown
insert
delete
home
end
backspace
tab
esc
F1-F12
These keys are a bit more obscure:
capital (The Caps Lock key)
scroll (The Scroll Lock key)
tilde (The "`" and "~" key, on the numbers row of your keyboard -- usually)
up (up arrow)
down (down arrow)
left (left arrow)
right (right arrow)
Chord Keys
lshift/rshift (left and right shift keys)
lcontrol/rcontrol (left and right control keys)
lalt/ralt (left and right alt keys)
Fn (on laptops, this is the key that accesses "special laptop commands" on your keyboard. It acts as a chord key)
Mouse Keys
lbutton
rbutton
mbutton
button4
button5
button6
button7
button8
Keypad Keys
numpad0
numpad1
numpad2
numpad3
numpad4
numpad5
numpad6
numpad7
numpad8
numpad9
add
divide
multiply
subtract
Joystick Keys
NOTE: These commands seem to work erratically at best.
Joypad Names
joypad_up
joypad_down
joypad_left
joypad_right
Joystick Buttons
joy1
joy2
joy3
joy4
joy5
joy6
joy7
joy8
joy9
joy10
joy11
joy12
joy13
joy14
joy15
joy16
joy17
joy18
joy19
joy20
joy21
joy22
joy23
joy24
joy25
X/Y Axis Joystick Controls
joystick1_up
joystick1_down
joystick1_left
joystick1_right
Z/Zrot controls
joystick2_up
joystick2_down
joystick2_left
joystick2_right
Xrot/Yrot
joystick3_up
joystick3_down
joystick3_left
joystick3_right
Pov1-Pov3 hat
povX_up
povX_down
povX_left
povX-right
For more information on the specific involved in using these joysticks commands I suggest reading the Joy of Joysticks (http://boards.cityofheroes.com/showflat.php?Cat=&Board=general&Number=293269&PHPS ESSID=&fpart=1#Post293269) post by Vapors, which is where I got this information in the first place.
Ex_Libris
05-09-2004, 09:55 AM
The largest changes in this document were to Appendix B and to the newly added Appendix C. I'm afraid the Named Keys appendix is a bit sparse at the moment, but I suspect it will be added to over time.
In the last release of this document I made a few edits in the posts themselves. I think I've managed to find all of those and add them to this version but I may have missed a few. Apologies to those of you who pointed them out -- I'm now updating the main files on my computer before I make any edits to these posts (rudimentary version control) so that won't happen in the future.
Ripperjack_au
05-09-2004, 11:31 PM
Curveball this guide ROCKS!!!
Where where you, when I needed help with my macros last night? :confused:
Good job, I'll keep a hardcopy of your guide with my other game notes for future reference. :D
Ex_Libris
05-10-2004, 01:18 AM
@Curveball, thanks a lot. Playing CoH is a lot more fun with bind's and your guide is helping to get there!
Just one small question, is a PDF of the 1.1 already available? I like to print it and have it at hand during gameplay !=)
Take care and have fun!
Urbs
Ex_Libris
05-10-2004, 02:17 AM
No, there's no PDF of 1.1 yet. I keep intending to make it and wind up playing CoH instead. :)
VeryEnglish
05-10-2004, 02:45 AM
Thankyou. thankyou lots and lots and lots. lol and now i've got something else to spend hours and hours fidling around with in CoH. Once again, thankyou
Ex_Libris
05-10-2004, 09:12 AM
Through trial and error, I've formed the following theory on how the "+" modifier works in binding.
The "+" modifier has two behaviors.
Behavior one: at all times when "+" is prepended to a command, it is the same as doing "command 1". Obviously this only works correctly on commands that take 1 or 0 as input. When other commands are prepended with it, it adds the 1 to the end of the arguments, and gives an error. This behavior is mirrored by the "-" modifier, which yields argument 0.
Behavior two: ( Only when directly in the bind.. in other words this does not work when made a macro which you then bind to a key! )when prepended to the first command in a bind (assuming that command is one that works with it, ie takes 1/0 argument), it gives the entire bind statement a "press/unpress" behavior. This means two things: <ul type="square"> a) the command prepended with the "+" turns on (aka is given argument 1) when you press the key as you would expect per behavior 1. Additionally it turns off (argument 0) when you unpress the key b) the rest of the commands in the bind are performed once when you press the key, and again when you unpress it [/list] Note that this behavior is not mirrored by the "-" modifier.. it might be nice if it did at least the first part, ie turn a command off when you press the key and back on when you unpress, but it doesn't.
Side note: I am actually a bit surprised that they decided to overload the use of the "+" in this way. It seems to me it would have been more intuitive and useful to have another character modifier (> for instance) to prepend to a bind statement (without a necessary command after it) to extend the second behavior, with the addition that any commands following in the statement with a "+" would work in the on/off manner when press/unpressed instead of just the first one.
The secondary behavior of the "+" in binds makes several useful things possible. Especially when you realize that the first command doesn't always have to do something, since you can always override it with a "-" form of it elsewhere in the bind. For instance a simple yet very useful bind for fly which makes you fly only while you hold down "f":
<ul type="square"> /bind f "+up$$-up$$powexec_name Fly"[/list]
Another behavior can be achieved by exploiting the "overwrite" effect of powers (aka if several powers are entered one after the other in a bind, only the last one will go off in most cases). A very useful binding for getting out of melee range quickly with hover is:
<ul type="square"> /bind v "+up$$powexec_name Hover$$powexec_name Hover"[/list]
This makes you jump and then hover up in the air just out of melee range. Note the doubling up of the hover power.. this is because if you only have it once in the bind, it will turn hover on when you press it and off when you let go (usually.. sometimes the hover from press and hover from unpress go through together and one gets overwritten, but this is rare). Why doesn't it turn on/off quickly when you press it and on/off quickly when you let go if you enter it twice? Because of the power overwrite effect.. while it is busy doing the jump when you press the button down, both hovers go through and the second overwrites the first, resulting in hover being turned on. When you let go, it stops the jump and both hovers go through, turning hover off and back on very quickly (before you drop) resulting in you being left in hover mode. This causes a bit of spam to your combat messages window, but it's worth it. Note: the differing behavior here (ie overwrite happening on press but not on unpress) I believe is due to the interaction between commands and powers on timing in a bind, but this is just a guess.
Again, this is all from trial/error and observation, so if anyone notices different behavior or a different explanation, speak up!
Super_Volt
05-10-2004, 04:01 PM
Thanks Curveball!! This is an amazing resource and it's made me give a lot of thought to how to make the best use of keybinds. I salute you, sir! You've helped me to find the game within the game. :D
Sanji_NA
05-10-2004, 06:00 PM
Thanks a million! I saw your guide somewhere else, and have been having fun with it. Once I discovered the code, I've created tons of keybindings. The macros I don't like that much, as they have to take up a command slot. Nowadays I don't even click on powers that I don't often use, I type things like /powexec_name rest. Most fun, thanks a lot. O that reminds me, one time my friend had to goto the bathroom, so I programmed all his numbers across the type to yell profanity on the broadcast channel whenver he hit #1-5 in addition to their slot powers. Amused me for a long while.
sunnyguy
05-11-2004, 03:10 AM
Many thanks to you Curveball , and to Rayven01 who clarified some strange bindings behavior ;)
srmalloy
05-11-2004, 01:19 PM
[ QUOTE ]
No, there's no PDF of 1.1 yet. I keep intending to make it and wind up playing CoH instead. :)
[/ QUOTE ]
Well, then, allow me.
The Incomplete and Unofficial Guide to /bind in PDF format (http://members.cox.net/srmalloy/Guide_To_Bind_1.1.pdf)
The raw HTML file that I made by combining Curveball's postings and cleaning them up is also available, if people are interested.
sluf_bignose
05-11-2004, 03:07 PM
one word ....
AMAZING - thx a LOT
Nikia_Tesla
05-11-2004, 08:28 PM
okay, so here's what I need to know...can you configure bind to turn powers off? for example, if you bind a key to fly, and you were sprinting, the sprinting is still on, and I presume you may be using endurance? or is it only endurance using when you're running on ground?
anyway, my ultimate power configuration would be to set up f to toggle between fly and hover...which works. but also lshift+f turns off fly or hover, and toggles between sprint and walk. Think this would be the ultimate config, but I can only get it partially working, in that when I hit lshift+f, the sprint icon toggles on and off, but not sure how to turn off fly and/or hover...anybody know how I might accomplish this? is there a command I'm missing, or am I just asking too much?
-thx
btw, killer info Curveball...you just upped the notch on an already topnotch game!
Ex_Libris
05-11-2004, 08:47 PM
Great list you have here. I have tried to figure out how to bind the ID to a key or a macro and can't figure it out. Do you know how to do it? I know you can use the \ key to open the menu then hit D to open the ID, but how do I do that in a bind command? I even tried the menu command, but how do I execute a command in the menu? Maybe I am just trying to hard and missed something.
Thanks!
Ex_Libris
05-12-2004, 12:07 AM
This guide is just great! Really good job.
Ihave question may answer. Do you know ho i could do a bind key that to select one after one the different member of my group. I mean without having to directly select them with the lshift + number key. a kind of "group member browser" bind ?
Grotus
05-12-2004, 10:53 AM
[ QUOTE ]
Ihave question may answer. Do you know ho i could do a bind key that to select one after one the different member of my group. I mean without having to directly select them with the lshift + number key. a kind of "group member browser" bind ?
[/ QUOTE ]
The only way I know of to do this would be to do a toggle bind. Make files for ts1-ts8, then in each you would have something like (from ts2.txt):
<key> "team_select 2$$bind_load_file ts3.txt"
and in ts8:
<key> "team_select 8$$bind_load_file ts1.txt"
I have a more detailed version in my "Post your /bind's here" thread (not using my normal browser, so I don't have the URL available).
Rogan
05-12-2004, 01:46 PM
Just adding this to my favorites
Super_Volt
05-12-2004, 01:58 PM
[ QUOTE ]
I have a more detailed version in my "Post your /bind's here" thread (not using my normal browser, so I don't have the URL available).
[/ QUOTE ]
Got yer back, Grotus:
Grotus' "Post /binds here" thread (http://boards.cityofheroes.com/showflat.php?Cat=&Board=general&Number=281789&fpar t=&PHPSESSID=)
Larnz
05-12-2004, 09:23 PM
You Sir, are a complete LEDGEND!!!
You have my thanks Curveball this is the best guide ever great work! and gw to the others that helped in it.
Ex_Libris
05-12-2004, 10:57 PM
[ QUOTE ]
[ QUOTE ]
Ihave question may answer. Do you know ho i could do a bind key that to select one after one the different member of my group. I mean without having to directly select them with the lshift + number key. a kind of "group member browser" bind ?
[/ QUOTE ]
The only way I know of to do this would be to do a toggle bind. Make files for ts1-ts8, then in each you would have something like (from ts2.txt):
<key> "team_select 2$$bind_load_file ts3.txt"
and in ts8:
<key> "team_select 8$$bind_load_file ts1.txt"
I have a more detailed version in my "Post your /bind's here" thread (not using my normal browser, so I don't have the URL available).
[/ QUOTE ]
Very good idea, and thx.
But what if there is only four members in my group for example ?
Ex_Libris
05-12-2004, 11:25 PM
You guys all rock.
Thank You very much!
~~DukeP~~
Moodwrane
05-13-2004, 05:06 AM
Is there a list of windows that can be accessed through binds?
I've only found manage, nav and map so far... anyone got the names of the rest?
Traumatica
05-13-2004, 06:07 AM
Real Quick Addition for the next version Curveball...
Add to Named Keys
Section: Numpad Keys
decimal (the . or Del key)
Could someone double check this when the game is back up? I am quoting from memory, and the servers are inMaintnance now, and it's time to go to work :p
Although this key worked in Beta... no reason it shouldn't now :D
FieroFuego
05-13-2004, 06:21 AM
Hey Curveball,
I remember reading this thread on the beta boards (and also turning it into a text file before the wipe, printing it off and poring over it for hours).
Huge Mega Super Thanks for putting this guide together. I have really benefitted from your work in game. The ability to call your powers using keys that you map near your home keys is SO much better than trying to hit keys 7-0.
If you ever decide to make any characters on Victory, let me know. I have 1000 influence with your name on it.
srmalloy
05-13-2004, 06:47 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Ihave question may answer. Do you know ho i could do a bind key that to select one after one the different member of my group. I mean without having to directly select them with the lshift + number key. a kind of "group member browser" bind ?
[/ QUOTE ]
The only way I know of to do this would be to do a toggle bind. Make files for ts1-ts8, then in each you would have something like (from ts2.txt):
<key> "team_select 2$$bind_load_file ts3.txt"
and in ts8:
<key> "team_select 8$$bind_load_file ts1.txt"
I have a more detailed version in my "Post your /bind's here" thread (not using my normal browser, so I don't have the URL available).
[/ QUOTE ]
Very good idea, and thx.
But what if there is only four members in my group for example ?
[/ QUOTE ]
Then you would only have four files, and file ts4.txt would have the text:
<key> "team_select 4$$bind_load_file ts1.txt"
Ex_Libris
05-13-2004, 07:21 AM
Pardon, but I'm a bit confused on exactly where I can store files with customs binds. Can I store them in the city of heroes folder or will the patcher overwrite/erase this?
I'm not too clear on this. Can someone walk me through how and where I can store my files?
Thanks
Cal
Ex_Libris
05-13-2004, 07:59 AM
[ QUOTE ]
Pardon, but I'm a bit confused on exactly where I can store files with customs binds. Can I store them in the city of heroes folder or will the patcher overwrite/erase this?
[/ QUOTE ]
I just put all my keybindings in "c:\coh\". When I want to load one, I just use \bind_load_file c:\coh\file.txt
I don't think the updater would overwrite your files, but I'm not at all sure.
-Sam
Grotus
05-13-2004, 08:04 AM
[ QUOTE ]
I don't think the updater would overwrite your files, but I'm not at all sure.
[/ QUOTE ]
I keep all my binds in the same directory as my COH install, and I've never had the updater overwrite them. Now, if you name your binds file cityofheroes.exe, you might have it be overwritten :eek:.
Ex_Libris
05-13-2004, 08:14 AM
Post deleted by Moderator1
Captain_0bvious
05-13-2004, 12:29 PM
i'm trying to bind a bunch of sayings assigned to the ; key. I've followed your instructions as closely as possible but all it does is make the game crash. What I want to happen is something like this:
I hit the ; key
my character: "take this"
hit ; key again
my character: "and that"
hit ; key again
my character: "and this"
not those exact words, they'll be funnier - but you get the idea.
I created a .txt file in c:\keybinds\ for each line.
then in the game I typed:
/bind ; local Take this$$bind_load_file c:\keybinds\taunt1.txt
taunt1 would look like this:
; local and that$$bind_load_file c:\keybinds\taunt2.txt
taunt2 would look like this:
; local and this$$bind_load_file c:\keybinds\taunt1.txt
then when I hit ; in the game, the game crashes to the desktop. Is it possible for this to work? what am I doing wrong?
I just want one key to say silly things at the bad guys to make my teammates laugh, without it getting annoying and repetitive.
Diggory
05-13-2004, 01:51 PM
[ QUOTE ]
/taunt1 would look like this:
; local and that$$bind_load_file c:\keybinds\taunt2.txt
taunt2 would look like this:
; local and this$$bind_load_file c:\keybinds\taunt1.txt
[/ QUOTE ]
I think you're missing the quote marks
Should be:
taunt1 would look like this:
; "local and that$$bind_load_file c:\keybinds\taunt2.txt"
taunt2 would look like this:
; "local and this$$bind_load_file c:\keybinds\taunt1.txt"
Also, you have to bind the ; to taunt1.txt in your regular keybind.txt file
Ex_Libris
05-13-2004, 02:01 PM
keybinds doesn't show in any directory I have after I did a /bind_save.
Also, will the game read cityofheroes as coh? All the binds I want use 'coh' but the true path is cityofheroes.
This is the confusion. I'm not clear on how windows and coh read paths---because, I'm used to pennmush softcoding where everything is logical heh
Advice?
Cal
Antibody
05-13-2004, 03:30 PM
It saves it as C:\keybinds.txt
Curveball, thanks very much for this guide. I saw it first on the warcry boards and has helped me inmmensly in /shudder roleplaying my character.
I especially like the loading in of a new thing to say each time a power is used. I use Force bolt a lot and came up with quite a number of things to say when using it. However, i did not want to map tons of keys to do this. I'm glad I came to check your guide out again.
Keep up the good work. :)
Ex_Libris
05-13-2004, 04:27 PM
[ QUOTE ]
It saves it as C:\keybinds.txt
Curveball, thanks very much for this guide. I saw it first on the warcry boards and has helped me inmmensly in /shudder roleplaying my character.
I especially like the loading in of a new thing to say each time a power is used. I use Force bolt a lot and came up with quite a number of things to say when using it. However, i did not want to map tons of keys to do this. I'm glad I came to check your guide out again.
Keep up the good work. :)
[/ QUOTE ]
Okay, this isn't answering my question. I'm not saavy with winDOHS pathing. Will COH or coh substitute for cityofheroes as a path?
Cal
Ex_Libris
05-13-2004, 06:14 PM
Best Hover/Fly /bind EVER!!! (http://boards.cityofheroes.com/showflat.php?Cat=&Number=422333&page=0&view=collap sed&sb=5&o=&fpart=1)
Super_Volt
05-13-2004, 06:37 PM
[ QUOTE ]
Okay, this isn't answering my question. I'm not saavy with winDOHS pathing. Will COH or coh substitute for cityofheroes as a path?
[/ QUOTE ]
I don't think anything except the exact filepath will do. The good news is you can add a keybind to the file called c:\keybinds.txt that will auto load each time you play the game. I will try to explain how to make a bind that will load your character specific keybinds without the hassle of re-typing the filepath everytime you log into the game. Here's how:
So let's assume you're placing all of your character specific keybind.txt files in a folder called "keybinds." If you installed CoH to the default directory, it's probably located in c:\Programs Files/City of Heroes. Put your all your keybinds in a folder called "keybinds" and place that folder inside the c:\Programs Files/City of Heroes folder. Leave the keybinds.txt (your "default" keybinds) in c:\ so the game can auto-load it whenever you login.
Now load your game and make the following keybind changed so you can load your character specific keybind files.
/bind <key of your choice> "bind_load_file c:\Program Files/City of Heroes/keybinds/<name of your keybinds file.txt>"
So if the file that contains your first character's keybinds is called "Dave.txt" and you wanted to load Dave's keybinds by pressing the INSERT key, you'd want to bind that by typing:
/bind insert "bind_load_file c\:Program Files/City of Heroes/keybinds/Dave.txt"
Now type /bind_save to save these changes to the file c:\keybinds.txt
Now when you load up CoH you can press the INSERT key to load Dave's keybinds. Set these sort of binds_load commands up for each of your character specific keybinds. Hope this helps you. :)
SmartEnd
05-13-2004, 07:07 PM
Great guide, Curveball! Nice job! :)
One thing about loading files specific for each of your characters:
If you have three characters with different bind files, but don't want to make 3 different macros for loading them, do this:
Name the files the same as your character names, but with NO extension. So if your characters are Bill and Bob, you would name the bind files "bill" and "bob" (NOT "bill.txt" and "bob.txt").
Now you can load them both with the same macro. If the path to your files is "c:\binds", then the macro command would be:
bind_load_file c:\binds\$name
That way the name of the character you have currently logged in will be inserted in the filepath, and the correct file loaded. So only one bind/macro to load bind file for all characters.
RagingStorm
05-13-2004, 08:45 PM
Is there a way to turn fly on and sprint off and the reverse of that? I have search the boards but have yet to find this info. Any help here would be appreciated thanks.
Nyght
05-14-2004, 05:59 AM
[ QUOTE ]
bind_load_file c:\binds\$name
[/ QUOTE ]
Question on this:
Can this be binded to a key somehow within the keybinds.txt file that is autoloaded, so that you could hit a key and load the bind file for a specific character, then start playing as a different character, hit the same key again, and their own binds would be loaded?
Something like:
l bind_load_file c:\binds\$name
within the keybinds.txt file??
Super_Volt
05-14-2004, 08:31 AM
[ QUOTE ]
[ QUOTE ]
bind_load_file c:\binds\$name
[/ QUOTE ]
Question on this:
Can this be binded to a key somehow within the keybinds.txt file that is autoloaded, so that you could hit a key and load the bind file for a specific character, then start playing as a different character, hit the same key again, and their own binds would be loaded?
Something like:
l bind_load_file c:\binds\$name
within the keybinds.txt file??
[/ QUOTE ]
Yes, that's what I just set up last night. If you make changes to c:\keybinds.txt and save them (via /bind_save command), then those changes will be auto loaded whenever you start the game. If you include keybinds that load character specific keybinds for each of your characters in c:\keybinds.txt then you'll be one button away from controls that are customized for your characters whenever you play the game. It takes some setting up but I think it's well worth the effort.
SmartEnd
05-14-2004, 12:56 PM
Like Super_Volt said, you can bind the command to a key in the keybinds.txt.
It seems that when you first create a new character, the keybinds.txt is NOT loaded when you log in. But if you just do a /bind_load, it will be loaded, and when you log on next time with this character, it WILL be auto-loaded. So your command to load character specific bind files would be set up automatically.
One thing I find a bit strange, is that there seems to be only a /bind_save command, but no /bind_save_file command.
Too bad, that would be handy. :)
Super_Volt
05-14-2004, 01:47 PM
[ QUOTE ]
It seems that when you first create a new character, the keybinds.txt is NOT loaded when you log in. But if you just do a /bind_load, it will be loaded, and when you log on next time with this character, it WILL be auto-loaded. So your command to load character specific bind files would be set up automatically.
One thing I find a bit strange, is that there seems to be only a /bind_save command, but no /bind_save_file command.
Too bad, that would be handy. :)
[/ QUOTE ]
Thanks for clearing that up about new characters. I hadn't quite figured out what was goin on there...so the information is greatly appreciated. Before I saw your post I was still under the assumption that /bind_load did nothing without the _file c:\etc/etc.txt part. Thanks.
I also agree that /bind_save would be a lot more useful if you could specify a path and file name to save to. Wonder if the devs will hear your plea?
Ex_Libris
05-14-2004, 07:05 PM
Poz stated during beta that there was a specific reason why they decided not to allows us to do that, but he couldn't remember what it was. :)
Goldheart
05-14-2004, 07:34 PM
[ QUOTE ]
Yes, that's what I just set up last night. If you make changes to c:\keybinds.txt and save them (via /bind_save command), then those changes will be auto loaded whenever you start the game.
[/ QUOTE ]
bind files are NEVER auto loaded. Bind information is saved with your character on the server side. If you change your keybinds file- any of your bind files - via a text editor, you will have to load them once you log in. That keybinds file that appears on your default drive once you do a bind_save is so that you can work with it and then manually load it to the server.
There's been several misleading posts talking about an auto loaded file. Again, all binds are saved server-side with your character and any edits outside the game will need to be manually loaded via /bind_load or /bind_load_file drive:\folder\file
SmartEnd
05-15-2004, 06:04 AM
[ QUOTE ]
bind files are NEVER auto loaded. Bind information is saved with your character on the server side. If you change your keybinds file- any of your bind files - via a text editor, you will have to load them once you log in. That keybinds file that appears on your default drive once you do a bind_save is so that you can work with it and then manually load it to the server.
[/ QUOTE ]
Aha, that would explain it. Thanks for straightening that out for us, Goldheart.
What would be nice (apart from a bind_save_file command) would be a setting in the options, where you could name a file to be automatically loaded at log in.
Antibody
05-15-2004, 10:59 AM
[ QUOTE ]
Question on this:
Can this be binded to a key somehow within the keybinds.txt file that is autoloaded, so that you could hit a key and load the bind file for a specific character, then start playing as a different character, hit the same key again, and their own binds would be loaded?
[/ QUOTE ]
LSHIFT+L "bind_load_file C:\COH\charBinds\antibody.txt"
Each of my characters has their own named txt file and this command. I usually have the txt file open on my second monitor and once I edit the doc, save it, go to the game and hit lshift L and bam, my changes are in. Very convenient.
I don't use the keybinds.txt file any longer, although I do have a copy of it saved for a reference to default settings.
By the way, once you load a characters file in and you switch to that character the binds you had are automatically set up. I don't have to load in my bind file every time I log in, I only have to do it if I change something.
AgentR22
05-15-2004, 02:35 PM
Just wanna say that you did a great job with the guide Curveball. I am still a little slow at it but now that I got the basics of binding down, it kicks butt. Thanks for your hard work and to all of you out there that helped the guide along I thank you very much.
Super_Volt
05-16-2004, 09:53 AM
[ QUOTE ]
[ QUOTE ]
bind files are NEVER auto loaded. Bind information is saved with your character on the server side. If you change your keybinds file- any of your bind files - via a text editor, you will have to load them once you log in. That keybinds file that appears on your default drive once you do a bind_save is so that you can work with it and then manually load it to the server.
[/ QUOTE ]
Aha, that would explain it. Thanks for straightening that out for us, Goldheart.
[/ QUOTE ]
Yes, thanks. I'm sorry I got this wrong. I wil try to be better!
Ghona
05-16-2004, 01:48 PM
one very important setup i would like to use is toggleing mouselook with my mbutton, and at the same time doing camreset
this is the bind i use /bind mbutton "camreset$$+mouse_look"
but this only turns mouselook on... i want to toggle it on and off but HOW do i do it?! =/ NOTE: I want to toggle it on and off with this same button
also wanted to run forward using mouselook while i pressed the right button and cam reset but i get stuck in a perpetual run movement when i do this NOTE: I want to toggle it on and off with this same button
/bind rbutton "camreset$$+forward$$+mouse_look"
how on earth do i get these two to work, cuz as this is concerned it would make the game soooooooo much more playable for me :)
any help would be appreciated!
Ghona
05-17-2004, 03:12 PM
Post deleted by Moderator1
Super_Volt
05-17-2004, 05:59 PM
You might be able to do this with a toggle bind but it's goin to take some effort and some trial and error. It might be possible to create one command that enters mouse_look mode, one command that resets the camera, and then swamp those two commands out on the same key using a toggle bind. Take a look at the info this guide has on Toggle binds (http://boards.cityofheroes.com/showflat.php?Cat=&Number=371472&page=&view=&sb=5&o =&fpart=1&vc=1) (scroll down to the 8th post). These are keybinds that execute a command and then load a new keybind immediately afterward.
MajorDarkness
05-18-2004, 05:21 AM
Hi. I love this guide, by the way.
I wanted to point out something that I think I have discovered regarding the /bind command.
I created a keybind file that 'imported' a friends list into a new character. It was very manual, simply being of the form:
lshift+F10 "friend Scrap Heap$$friend Deep Frier$$ ... $$friend Mr Bonkers"
I had probably 35 friends on that list. The keybind file loaded OK, but when I did the left shift & F10, only some of my friends loaded. Looking at the file, the first dozen friends or so loaded. It appears that there is a line length limit to the keybind command. I'm going to guess 255 characters.
I solved this problem by splitting the binds up into less than 200 characters, and it seemed to work OK. Testing was not exhaustive by any means, though.
I don't know if someone wants to try to determine this limit exactly, or if you know that the problem really is something else.
Thanks again for the great guide!
ScrapHeap
Ex_Libris
05-18-2004, 07:41 AM
Here's my bind for mouselook, sprint, and forward movement (same as ++autorun)
/bind r "++mouse_look$$++forward$$powexec_name sprint"
just take out the sprint command if you don't want it
Moodwrane
05-18-2004, 09:42 AM
Think he's after a function that sets mouslook off (so you can use the mousepointer) when he presses (and holds) the button, and turns mouselook on when the button is released.
I've tried tons of combos, and even talked to support, and it seems like it can't be done that way.
Just hope that they'll fix it in a future patch. I've migrated from DAoC (and a few other mmorpgs) that had this feature, and it's addictive. =)
I'm so used to keeping a key pressed down when I want to check a menu, or target a specific mob without having to cycle thru 8-9 of 'em, then just release the key to go back to moving my char around.
But that's me... :)
Ghona
05-18-2004, 02:43 PM
sorta shuntie.. i wanna do that only the opposite of which u speak.
i want to be able to hold the mouse key down, and move around with it... and when i let go, have my pointer back and stop running...(this is with my right click)
I ALSO wanna be able to with my middle button be able toggle mouselook on and off AND camreset at the same time.. for instance: click the m button on and engage mouselook and camera resets... click it again camera resets and mouselook is off
kinda difficult to master and i may need to do an extensive toggle bind with like 2-3 different bind files to do this but i would like to keep it simple if i can :) hehe
ttfn!
RAAAAAAAWR
Ex_Libris
05-18-2004, 03:30 PM
After searching this whole thread (and BTW, thanks Curveball!), I have yet to find anything that would let me put a pause in a sequence of commands. For example, say I wanted to write a keybind or macro that tells my team to get ready because I'm about to Taunt for a pull, then wait a second or two, then execute the Taunt power. I know how you would do it without a pause, but I have yet to find any kind of pause command or trickery that would do the same thing. Any ideas out there, folks?
Super_Volt
05-18-2004, 04:02 PM
[ QUOTE ]
After searching this whole thread (and BTW, thanks Curveball!), I have yet to find anything that would let me put a pause in a sequence of commands.
[/ QUOTE ]
Sorry but there's no way to add pauses to a macro or keybind and I don't think that's likely to change. Having pauses in a /keybind or macro would make it easier to set up nearly automated macro-fighting, which is something the devs are (thankfully) 100% against.
Ex_Libris
05-19-2004, 02:20 AM
Hello everybody,
my secondary is a Scrapper and the way I play him I auto/follow/ my current target in order to keep in melee range. Sometimes when it get's tough I would like to evacuate, therefore I would like to shut off "follow" and start "autorun" instead. The optimum would be to just use the same key for "autorun"--that means: if follow is On turn it off, else do nothing and toggle autorun either way. I've tried a couple of different possibilities but to no avail !=(
Any help is very much appretiated! Thanks in advance,
regards, Urbs
Ex_Libris
05-19-2004, 09:19 AM
Is there a way to save/load macros? I made some and then did bind_save and it didn't save. If I were to put them into a keybinds file and then do /bind_load, would that load my macros? (i doubt it) or would I have to retype them all with each new character?
By the way, toggling commands doesn't always require multiple keybind text files. Observe the following:
/macro 1 "powexec_name Gash$$bind z powexec_tray 2 9"
/macro 2 "powexec_name Chop$$bind z powexec_tray 1 9"
/bind z "powexec_tray 1 9"
Press z and execute Gash. Press it again and execute Chop. Press it a third time and execute another Gash. etc. This is assuming that you put these macros in tray 9 slots 1 and 2.
This isn't as versatile as using the text files because you'll need to redo your macros if you change their positions on the trays, or change the trays they are on, plus you'll need to edit them if you change the key you wish to use to toggle. However, this is an alternative.
codeslinger
05-19-2004, 09:48 AM
Very nice guide, curveball. Kudos to you! :D
2 questions:
Say I'm messing around with keybinds and I get things screwed up. Can I reset? Does the Reset on the Options menu reset all defined binds to default, or only those listed on that page? (I know I could try it, but I wanted to know before I start messing with this)
Second, from what I understand, when you bind a key for a particular character, that binding stays with that character (i.e. stored on the server, to be refreshed on each restart of that same character), and if I want to bind keys (or do a bind_load) for a new character, I need to do it seperately for each character (which is then stored separately for each character on the server). Is that correct?
Thanks!
Ex_Libris
05-19-2004, 10:34 AM
I'm not sure if they are stored on the server but they are stored for individual characters and you'd have to bind_load for each character.
I'm not sure how to restore the defaults but one quick way could be to create a new character and do a /bind_save and then go to the character you wish to restore and do a /bind_load.
Super_Volt
05-19-2004, 10:50 AM
[ QUOTE ]
I'm not sure how to restore the defaults but one quick way could be to create a new character and do a /bind_save and then go to the character you wish to restore and do a /bind_load.
[/ QUOTE ]
This sounds resonable and, based on past experience, I think it will work. If I were home I would check it out. Actually, if I were home I'd be playing the game instead of reading the boards. :)
[ QUOTE ]
From what I understand, when you bind a key for a particular character, that binding stays with that character (i.e. stored on the server, to be refreshed on each restart of that same character), and if I want to bind keys (or do a bind_load) for a new character, I need to do it seperately for each character (which is then stored separately for each character on the server). Is that correct?
[/ QUOTE ]
I'm trying to set up an array of character specific keybinds and this I what I think works, though it's still in the testing phase. I'm not saying this is the only way, just that it's something that's working for me, but I'm still ironing out the kinks. Just offfering this up for general feedback. Is this the ideal way to setup multiple keybind profiles for multiple characters so you'll never encounter a different character's custome keybind?
<ul type="square"> Save the keybinds.txt as described above, then copy it as a way of backing up the default keybinds.
Create custom keybind files for each of the characters that require them.
Carefully set up each character's keybind files to overwrite the custom keybinds for other characters. For example, if character 1 has flight bound to F but character 2 doesn't then you'll probably want F to be the follow key like normal. In this case I would include the /keybind in character 2's custom binds that reset the F key to Follow. If you do this correctly, then loading each character's custom binds will also wipe out the custom binds you may have set up for different characters.
While you're at it, it couldn't hurt to add a few commands to your keybinds.txt (not to your backup) so you can quickly and easily load the custom binds for each of your characters. For example, I have the following command in my keybinds.txt doc:
NUMPAD 9 "bind_load_file c:\kb/supervolt/supervolt.txt"
I place each character's custom binds in a different subfolder so I can organize all the different .txt files that are used for various character-specific toggle binds. [/list]
Goldheart
05-19-2004, 06:15 PM
[ QUOTE ]
Hello everybody,
my secondary is a Scrapper and the way I play him I auto/follow/ my current target in order to keep in melee range. Sometimes when it get's tough I would like to evacuate, therefore I would like to shut off "follow" and start "autorun" instead. The optimum would be to just use the same key for "autorun"--that means: if follow is On turn it off, else do nothing and toggle autorun either way. I've tried a couple of different possibilities but to no avail !=(
Any help is very much appretiated! Thanks in advance,
regards, Urbs
[/ QUOTE ]
I don't understand this, any directional key cancels follow. If you can really escape by using autorun only and no directional keys then perhaps just put a forward step included in your autorun button /bind r "+forward$$autorun" for instance.
[ QUOTE ]
Say I'm messing around with keybinds and I get things screwed up. Can I reset? Does the Reset on the Options menu reset all defined binds to default, or only those listed on that page? (I know I could try it, but I wanted to know before I start messing with this)
[/ QUOTE ] '
It resets your entire bind file to default (not on your hard drive but on the server side) If you want to reset your file on your harddrive that you saved do /bind_save after hitting reset in the GUI. Your second statement is correct.
Ex_Libris
05-19-2004, 08:12 PM
I already have a binding to switch between hover and fly. Now I am trying to figure out how to bind a key to shutdown hover and fly (whichever is on at the time) and activate sprint. Any ideas?
Thanks in advance!
Moodwrane
05-19-2004, 08:23 PM
Can't test this at the moment, but this might work:
/bind r "powexec_name Fly$$powexec_abort$$powexec_name Hover$$powexec_abort$$powexec_name Sprint"
Goldheart
05-19-2004, 09:08 PM
[ QUOTE ]
Can't test this at the moment, but this might work:
/bind r "powexec_name Fly$$powexec_abort$$powexec_name Hover$$powexec_abort$$powexec_name Sprint"
[/ QUOTE ]
that should do it, I believe you only need the one powexec_abort before activating Sprint, just in case.
Ex_Libris
05-20-2004, 06:41 AM
[ QUOTE ]
Can't test this at the moment, but this might work:
/bind r "powexec_name Fly$$powexec_abort$$powexec_name Hover$$powexec_abort$$powexec_name Sprint"
[/ QUOTE ]
Not sure it has to be that complex.
powexec_name Fly$$powexec_name Hover$$powexec_name Sprint
Multiple powexecs together result in the following behavior:
- If all powers are off, the last one will be turned on.
- Any powers that are on will be turned off.
- If all but one power are on, they will be turned off and the one will be turned on.
So this will turn on Sprint if all 3 powers are off or if either Hover or Fly are off. If all 3 are on, all 3 will be turned off. If Fly and Hover are on but Sprint is off, Fly and Hover will be turned off and Sprint will be turned on.
I thought powexec_abort was only used to cancel powexec_auto
Jeepers
05-20-2004, 11:41 AM
In regards to the bind_load_file c:\coh\$name.txt bind setup, I've tried this and the bind command doesn't swap the variable. It looks for a file SPECIFICALLY named $name.txt.
I don't know if this is a bug or intentional, but i've never gotten it to work for me.
Ex_Libris
05-20-2004, 11:51 AM
Can't tell ya how useful this guide's been :) Cudos and thanks.
Ex_Libris
05-20-2004, 12:22 PM
Addition:
<font class="small">Code:[/color]<hr /><pre>/say <duration #></pre><hr />
Sets the time on the screen of the chat balloon for that message only. Duration limitations are unknown. <> commands can be used with any chat channel prefix (/page, /tell, /whisper, /request, /auction, /emote, etc.)
Goldheart
05-20-2004, 08:26 PM
[ QUOTE ]
In regards to the bind_load_file c:\coh\$name.txt bind setup, I've tried this and the bind command doesn't swap the variable. It looks for a file SPECIFICALLY named $name.txt.
I don't know if this is a bug or intentional, but i've never gotten it to work for me.
[/ QUOTE ]
I would expect as much, but i have read that $name with no extension works IF you delete the extension on the binds file it's trying to call.
SmartEnd
05-21-2004, 03:11 AM
[ QUOTE ]
[ QUOTE ]
In regards to the bind_load_file c:\coh\$name.txt bind setup, I've tried this and the bind command doesn't swap the variable. It looks for a file SPECIFICALLY named $name.txt.
I don't know if this is a bug or intentional, but i've never gotten it to work for me.
[/ QUOTE ]
I would expect as much, but i have read that $name with no extension works IF you delete the extension on the binds file it's trying to call.
[/ QUOTE ]
Yes, taking out the ".txt" part of the file name will do it.
If your player is named Bill, then you should name the file "bill", not "bill.txt".
And the command should be: bind_load_file c:\coh\$name
Super_Volt
05-21-2004, 04:24 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
In regards to the bind_load_file c:\coh\$name.txt bind setup, I've tried this and the bind command doesn't swap the variable. It looks for a file SPECIFICALLY named $name.txt.
I don't know if this is a bug or intentional, but i've never gotten it to work for me.
[/ QUOTE ]
I would expect as much, but i have read that $name with no extension works IF you delete the extension on the binds file it's trying to call.
[/ QUOTE ]
Yes, taking out the ".txt" part of the file name will do it.
If your player is named Bill, then you should name the file "bill", not "bill.txt".
And the command should be: bind_load_file c:\coh\$name
[/ QUOTE ]
huh, just tried renaming a .txt to "test" without a file extension and...it works. Call me superstitious, but I was always under the impression that it's a big no-no to go changing or erasing file extensions. How come this works wihtout rendering the file unreadable?
Ex_Libris
05-21-2004, 04:54 PM
rendering a file unreadable is a bunch of hooey.
If you know what program calls a specific file you can run a file with any old extension.
There are specific CONVENTIONS for file extensions (exe for executable, bin for binary, cab for cabinet) but these are simply ease of use rather than rules set in stone.
The key is:
the calling program needs a file named X and expects it in format Y.
There is a program X in format Y.
Program will execute.
Get either of them wrong and it will result in an error/unreadable file.
But anything that is actually text can be parsed and opened with a text browser, extension or no extension.
Amrat
05-21-2004, 06:56 PM
Hey does anyone know a bind to keep a power like Combat jumping or sprint on only while a particular button it pressed. Example: I want my combat jumping to beon when I have the shift key pressed and turn off when I take my finger off the shift button. Is that even possible? Thanks guys
Super_Volt
05-23-2004, 02:06 AM
[ QUOTE ]
If you have three characters with different bind files, but don't want to make 3 different macros for loading them, do this:
Name the files the same as your character names, but with NO extension. So if your characters are Bill and Bob, you would name the bind files "bill" and "bob" (NOT "bill.txt" and "bob.txt").
Now you can load them both with the same macro. If the path to your files is "c:\binds", then the macro command would be:
bind_load_file c:\binds\$name
That way the name of the character you have currently logged in will be inserted in the filepath, and the correct file loaded. So only one bind/macro to load bind file for all characters.
[/ QUOTE ]
How should I name the files if my characters' names have a space in them? I have removed the file extension from the .txt file but I can't seem to get it to work for Super Volt. I tried naming the file:
<ul type="square"> supervolt super_volt super volt Super Volt Super_Volt[/list]but none of them worked. Any advice?
SmartEnd
05-23-2004, 02:49 PM
Hmm, did you put the command between quotes?
I mean like this:
"bind_load_file c:\binds\$name"
This might help, because with a character named "Super Volt" the result of that command will be:
bind_load_file c:\binds\Super Volt
And any command with a space in it needs to be between quotes to show where it starts and ends.
Hopefully that will do it.
Blue_Volt_NA
05-24-2004, 06:18 AM
Supper Volt,
It may not be the syntax. You may be having a problem with the name being to long to recognize all the characters. This problem is talked about on the "post your binds here" thread. Try shortening the file name to "sv" or something with 8 or fewer characters.
I have to admit, I've not seent this problem using file names quite a bit longer, but I've got the extension on all of them. I don't know if that will make a difference.
Super_Volt
05-24-2004, 10:45 AM
[ QUOTE ]
Hmm, did you put the command between quotes?
I mean like this:
"bind_load_file c:\binds\$name"
This might help, because with a character named "Super Volt" the result of that command will be:
bind_load_file c:\binds\Super Volt
And any command with a space in it needs to be between quotes to show where it starts and ends.
[/ QUOTE ]
Yes, the command was in quotes. I thought all commands had to be in quotes. The complete command I used, as it appears in my keybinds.txt file, is: NUMPAD9 "bind_load_file c:\kb/$name". The character named files are all sitting in c:\ and they have no file extensions. When I try to load the keybinds in-game using this command I get a message along the lines of "unable to read bind file."
[ QUOTE ]
Supper Volt,
It may not be the syntax. You may be having a problem with the name being to long to recognize all the characters. This problem is talked about on the "post your binds here" thread. Try shortening the file name to "sv" or something with 8 or fewer characters. I have to admit, I've not seent this problem using file names quite a bit longer, but I've got the extension on all of them. I don't know if that will make a difference.
[/ QUOTE ]
Your response doesn't seem related to my issue. I'm trying to utilize the keybind that will auto load my current character's custom binds, as per the posts above...so having a file extension on the keybind files isn't an option. I'm supposed to re-name each character's custom keybinds to match the name of that character so they can be loaded using the $name variable.
Blue_Volt_NA
05-25-2004, 07:44 AM
SV - Here is an exerpt of what I meant. but I think you've probably seen it already.
[ QUOTE ]
"C:\program file" is also "C:\progra~1" under windows. It's called msdos compatibility
So, try :
/bind c "bind_load_file c:\Progra~1\City~1\binds\myFly.txt"
[/ QUOTE ]
Going back and looking, I think you've probably seen it already as you've also posted there... In any case, I thought that this problem may be what you are seeing as well, though I've not had any similar problems my self, and I don't know if this is OS dependant, but thought it may be worth a shot.
Now, looking at the command you've put in your last post:
[ QUOTE ]
NUMPAD9 "bind_load_file c:\kb/$name". The character named files are all sitting in c:\
[/ QUOTE ]
If they are all sitting in the C:\ directory, shouldn't the command be:
NUMPAD9 "bind_load_file c:\$name"
As you've typed it here, it suggests that the files would be in a foulder named "kb" in the c:\ directory, though one of the slashes is going the wrong way for that. Was this just a typo here, or a cut and paste?
In any case, I've gotten the same error message when I mis-typed the file path, so this could fix your problem.
Hope it helps!
Ex_Libris
05-25-2004, 08:05 AM
Super Volt, you're hit.
AFAIK there's no way to correct the empty space issue with loading bind files.
Not that it CAN'T be done, I just don't know any way to do it.
Super_Volt
05-25-2004, 10:11 AM
[ QUOTE ]
Now, looking at the command you've put in your last post:
Quote:
--------------------------------------------------------------------------------
NUMPAD9 "bind_load_file c:\kb/$name". The character named files are all sitting in c:\
--------------------------------------------------------------------------------
If they are all sitting in the C:\ directory, shouldn't the command be:
NUMPAD9 "bind_load_file c:\$name"
[/ QUOTE ]
Thanks, Blue Volt. Oddly enough, CoH will accept either one if the filepath is correct. I have no problem loading my binds with the command "bind_load_file c:\kb/sv/supervolt.txt" even though it include some forward slashes. Not sure why that is but it works.
[ QUOTE ]
Super Volt, you're hit.
AFAIK there's no way to correct the empty space issue with loading bind files.
Not that it CAN'T be done, I just don't know any way to do it.
[/ QUOTE ]
Thanks, White Hat. I was afraid of this. Has anyone been able to use the $name vairiable to load a heros who has two words in the name with a space betweeen words? I'd love to use this command to load custom binds more easily.
Ex_Libris
05-25-2004, 11:53 AM
I don't think there is a way to load keybind files when there's a space anywhere in the path. I tried moving my keybinds to my CoH folder (c:\program files\city of heroes\binds\) and I can load them from the game by manually typing the whole thing because putting the "" around the path makes the game recognize it as one parameter. However, I've tried single quotes and double quotes in a bind_load_file bind to a key and it just doesn't work...ever.
Thornster
05-25-2004, 01:31 PM
Often in programing, you have to use double double quotes to get a quote to show up in a string. Something like
/bind NumPad0, "bind_load_file ""c:\program files\city of heroes\binds\$name"""
just a thought ... haven't tried it ...
Ex_Libris
05-25-2004, 01:32 PM
[ QUOTE ]
I don't think there is a way to load keybind files when there's a space anywhere in the path. I tried moving my keybinds to my CoH folder (c:\program files\city of heroes\binds\) and I can load them from the game by manually typing the whole thing because putting the "" around the path makes the game recognize it as one parameter. However, I've tried single quotes and double quotes in a bind_load_file bind to a key and it just doesn't work...ever.
[/ QUOTE ]
I haven't had a problem with that...I keep all my keybinds in a subdir of City of Heroes.
Speaking of which....can a macro call binds? I heard of this one user that everytime he went afk it would start playing a scripted conversation. I thought this was so cool I wanted to use it for my char...I've got teh duration problem figured out but I'm kinda screwed with the length limitation. My solution was to have it so that it would load a whole new bind.txt when I went afk and then trigger each one in a sequence... is such a thing possible?
speeka
05-25-2004, 01:33 PM
can anyone point me to the city of bindings program that someone named jonathan created? It was great but I can't find it back on the boards!
SmartEnd
05-25-2004, 04:44 PM
Hmm, this is strange. Earlier I could load a bind file in the City of Heroes directory using the $name variable, like this
"bind_load_file <path>\City of Heroes\$name"
But now it does not seem to work... :confused:
If I hardcode the name, that is put the player name instead of $name in the path, it works fine.
Anyone know if bind_load_file command has changed, or something else has changed?
As I said, earlier I could do this, even if the path included spaces...
Goldheart
05-25-2004, 09:24 PM
[ QUOTE ]
Hmm, this is strange. Earlier I could load a bind file in the City of Heroes directory using the $name variable, like this
"bind_load_file <path>\City of Heroes\$name"
But now it does not seem to work... :confused:
If I hardcode the name, that is put the player name instead of $name in the path, it works fine.
Anyone know if bind_load_file command has changed, or something else has changed?
As I said, earlier I could do this, even if the path included spaces...
[/ QUOTE ]
I would guess that you used a single word name when it worked and are failing with a name involving a space. I am surprised that \city of heroes\ worked for you, I've seen people resort to using cityof~1 or was it cityofh~1 because of spaces. I haven't fussed with pathing, all my bind editing has been done on c:\
SmartEnd
05-26-2004, 05:59 AM
[ QUOTE ]
[ QUOTE ]
Hmm, this is strange. Earlier I could load a bind file in the City of Heroes directory using the $name variable, like this
"bind_load_file <path>\City of Heroes\$name"
But now it does not seem to work... :confused:
If I hardcode the name, that is put the player name instead of $name in the path, it works fine.
Anyone know if bind_load_file command has changed, or something else has changed?
As I said, earlier I could do this, even if the path included spaces...
[/ QUOTE ]
I would guess that you used a single word name when it worked and are failing with a name involving a space. I am surprised that \city of heroes\ worked for you, I've seen people resort to using cityof~1 or was it cityofh~1 because of spaces. I haven't fussed with pathing, all my bind editing has been done on c:\
[/ QUOTE ]
No, I actually used a name with no spaces (Peek). It worked earlier, but now it only works if I hardcode it.
Sgt_Roughneck
05-26-2004, 09:38 AM
will these bindings work?
/bind f1 "Team !Group Heal initialized, stay in range!$$powexec_name Healing Aura"
/bind f2 "Team Target $target acquired, Heal incomming$$powexec_name Heal Other"
/bind f3 "Team Absorbing the Pain of $target$$powexec_name Absorb Pain"
/bind f4 "Local Rise to fight again $target$$powexec_name Resurrect"
/bind f5 "Local Fortitude to $target$$powexec_name Fortitude"
/bind f6 "Team Here is the Crack$$powexec_name Recovery Aura"
/bind f7 "Team Increasing Regen rate$$powexec_name Regeneration Aura"
/bind f8 "Team Maneuvers activated$$powexec_name Maneuvers"
/bind f9 "em starts to Quiver$$powexec_name Hasten"
/bind lshift+f1 "Team Summoning $target$$powexec_name Recall Friend"
Ex_Libris
05-26-2004, 10:07 AM
They will work but there will be no pause between when the text is sent and when the ability is called so they'll either catch the heal at the same time as they see the text or they'll catch the heal before they see the text. Most likely the latter.
I'm not sure if you messed up but the following bind won't say the target's name:
/bind f5 "Local Fortitude to target$$powexec_name Fortitude"
Sgt_Roughneck
05-26-2004, 10:16 AM
yhea i forgot the $ symbol...how do I put in a quick pause?
nm...I see that pauses are not availbile b/c of botting...oh well.
Ex_Libris
05-26-2004, 02:11 PM
I want a circle strafe..so will
/bind h "target_enemy_near$$follow$$++turnleft$$++left"
work?
I'm at the office right now so I can't test it myself...
Storyteller
05-27-2004, 06:30 AM
I went into the Help function under options the other day and found some new slash commands that are not included in the appendix.
For example:
/lfg
Sets the Looking for group flag on or off
/release
Sends PC to the hospital after defeat
/powexec_unque
Unques the next power qued for use
There are also commands reklated to taking video using the /demo... command structure and some other odd ones like /buffs which is supposed to toggle on or off al toggle powers (doesn't work). There is also /whiteparticles which has no explanation and also doesn't work.
Check out the complete help section if you get a chance sometime. Interesting reading even if you already know everything said in there and you might just find some surprises...
For example:
/requestexitmission
Allows exiting of a mission by command line rather than by clicking on the words in the compass.
Blue_Volt_NA
05-27-2004, 08:03 AM
CoCoNoNo,
I am also in the office, so also can't test ;).
I suspect that the move commands will over-ride the follow command. Not sure what it will do. I think it will simply have you doing a circle strafe on the natural focal point (as if you were holding the turn/move left keys), but may just take the last command. I'm pretty sure that the move commands stack in a bind, but I'm not positive.
Ex_Libris
05-27-2004, 01:22 PM
tried it....it worked sort of.
I ran in a pretty wide circle on top of some hotel. It was a rather amusing 'eureka!' moment.
evidently when you're in close combat with a feller and you have follow on, all movement controls are interpreted as camera movements...I got dizzy just watching.
also it doesn't turn off easily...hitting the bound key just turns off the LAST part of it.
so the best way to do this IMO is:
/bind q "+left$$+turnleft"
/bind e "+right$$+turnright"
now you too can run in circles!!!
Nilt_
06-08-2004, 08:33 PM
[ QUOTE ]
can anyone point me to the city of bindings program that someone named jonathan created? It was great but I can't find it back on the boards!
[/ QUOTE ]
Here ya go. (http://boards.cityofheroes.com/showflat.php?Cat=&Number=424928&page=1&view=collap sed&sb=5&o=&fpart=1)
I've used it and found it to be reasonably good but I find I have better luck just editing the files. Perhaps I'm just old (I remember working out the bindings for Quake years back in AGQx, the old Quake Newsgroups. I've never found the apps like this to be all that helpful.
gnonag
06-15-2004, 11:32 AM
Hey Super Volt,
I too have a name with a space (Dark Sidius') - and an apostrophe, but I'll get to that later... Have you tried "%20" in the spot for the space? As in calling your file:
c:\kb/super%20volt
This a lot of times is required in web programming...
I haven't tested any of this out yet, seeing that I'm at work, but I'll give it a try when I go home. And as seeing you haven't figured out a way to do it, and noone's suggested this, I thought I'd offer it.
I'll post again if it works and if I can find out what to do with my apostrophe... :D
Robotech_Master
06-15-2004, 11:43 AM
Does anyone know if there are variables for his/her, him/her, he/she? I'd like to be able to bind a statement like "/emote casts such-and-such to $target, doing something-or-other to (him/her)." I know the game keeps track of gender; there should be some way to stick it into commands...
ReVamp
06-15-2004, 11:49 AM
don't see one in the manuel.
Super_Volt
06-15-2004, 03:45 PM
[ QUOTE ]
I too have a name with a space (Dark Sidius') - and an apostrophe, but I'll get to that later... Have you tried "%20" in the spot for the space? As in calling your file:
c:\kb/super%20volt
[/ QUOTE ]
I have not tried this, but I will do so soon. Thanks for the suggestion, gnonag!
Madam_O
06-17-2004, 04:34 AM
Just wanted to really briefly ask if anyone has heard of binds and bindfiles causing lag or latency in the game.. It's a long shot, but for some reason right after I set up a few bindfiles last week, and loaded them into my main character, the game suddenly became unplayable because of lag.. I;ve checked hardware, it isnt an issue.. So Im left with the unlikely.. If anyone has any thoughts, I'd be very grateful.
-Madam O
Ex_Libris
06-20-2004, 09:22 PM
This is definitely one of the most helpful things ever
Blue_Volt_NA
06-21-2004, 07:56 AM
Madam_O,
I have heard a complint with lag from someone using a fairly sophisticated set of bind files to control flight and sprint. This set used a large aray of toggle-binds that are constantly loading new binds to the movement keys. I've never had the problme myself though.
GMoftheGK
06-23-2004, 02:48 PM
Is there a bind that will allow me to target my Pet?
Phantasm is teleportable to make navigating indoor missions easier, but that doesn't matter when I can't target him. I have tried every target_friend_whichever and they work fine so long as it is nearby, but upon taking an elevator, you usually lose the target, because it is too far away. I can autotarget other characters and teleport them from wherever in a building, but not my pet.
I'm sure the levels are placed so far apart on maps to prevent players from using teleport foe for safe single pulls, but it makes pet management hard.
I love this guide btw. I never used any keybinds other than ++up for superjump before reading this primer, and now I use them for much more.
Thanks a ton,
Lightshow lvl 37 Ill/Kin Controller
Crimson Claw lvl 14 Claw/Regen Scrapper
Nightfire lvl 16 Fire/Fire Blaster
All on Pinnacle
Ex_Libris
06-23-2004, 03:34 PM
You all have found so many new slash commands I think that the slash command appendix is going to have to be separated from the /bind faq and turned into a faq of its own...
o_O
Ex_Libris
06-23-2004, 03:50 PM
actually I've already done that. The Macro and Bind Bible can be via searching or on Ishin Ryu's website (whose address escapes me)
Ex_Libris
06-23-2004, 03:53 PM
Well thank God! I really didn't want that job. :)
Ex_Libris
06-28-2004, 07:30 AM
Curveball: I was referring to Appendix C (Named Keys) to check the validity of inputs for a program I'm working on and noticed that it is very sparse. Is there an updated version of this somewhere that I'm not aware of, or would you like a listing of what isn't there currently?
Ex_Libris
06-28-2004, 07:44 AM
It was very sparse when I put it in, and I've been too busy playing to update it since. :) Though it looks like the appendices need updating -- I need to take out the slash command appendices and instead refer to the FAQ that deals specifically with slash commands, and probably need update the named keys quite a bit.
And there are a ton of ingenious binds that should go in the "Neat Stuff you can do with /bind" section.
Ex_Libris
06-28-2004, 08:05 AM
Well here's what I know you're lacking off the top of my head. I'm not exactly sure what the syntax is for some of the keys and can't check them since I'm at work, so if I'm unsure I'll put them in parentheses.
EQUALS
COMMA
(PERIOD) -- maybe it's just "." come to think of it
ENTER
SPACE
NUMLOCK
SYSRQ
(PAUSE)
Ex_Libris
06-30-2004, 10:55 AM
[ QUOTE ]
Some special keys can be used in combination with other keys and mouse buttons. These keys are called chord keys -- they do not act as triggers themselves, but can be used with trigger keys to make new triggers.
[/ QUOTE ]
Short Story
I just realized that this is incorrect, Curve. To my knowledge, you can bind ALT, CTRL, FN, LALT, LCTRL, LSHIFT, RALT, RCTRL, RSHIFT, and SHIFT to perform actions as trigger keys themselves. In fact, the default binds use LALT and RALT as triggers.
Long Story
I just realized this is incorrect because I had an interesting idea as I was debugging my /team_select cycle key generator. I had to determine what keys I would allow to be valid, and I decided that a chord key in combination with another chord key would be invalid since I thought chord keys couldn't act as triggers. However, as I was processing the default binds to set up a file that would uninstall the /team_select cycle key(s) and re-enable the default binds, I realized that LALT and RALT were being used as triggers. I haven't tested any of the following, but it raised a few interesting questions... What if I were to do something like the following:
/bind LALT "powexec_name Stealth$$powexec_name Stealth"
/bind ALT+LALT "powexec_name Hover$$powexec_name Hover"
What happens when I press LALT?
Vanguardian
06-30-2004, 11:43 AM
Hi Guys
I was a at the tailor this morning (just like more than half of Paragon City) and there was this guy switching between a suit and his costume, however, he must have a used a macro and a keybind cause when he switched he was saying "Flame On!" and during the switch he activated a flame power. It was really cool. Some others were doing it too with lightining and stuff. Can someone tell me how to do this. I have an MA/Regen scrapper and I wanted to make a costume switch macro maybe using integration as an effect unless there are switch effects.
Thanks
Super_Volt
06-30-2004, 12:05 PM
[ QUOTE ]
Hi Guys
I was a at the tailor this morning (just like more than half of Paragon City) and there was this guy switching between a suit and his costume, however, he must have a used a macro and a keybind cause when he switched he was saying "Flame On!" and during the switch he activated a flame power. It was really cool. Some others were doing it too with lightining and stuff. Can someone tell me how to do this. I have an MA/Regen scrapper and I wanted to make a costume switch macro maybe using integration as an effect unless there are switch effects.
Thanks
[/ QUOTE ]
I think you could do this with the following macro:
/macro SWITCH "local Flame On!!$$cc 1$$powexec_name integration"
Also, here's instructions on making a costume change toggle bind (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=796548&Forum=Al l_Forums&Words=&Searchpage=0&Limit=25&Main=281789& Search=true&where=bodysub&Name=64201&daterange=1&n ewerval=1&newertype=w&olderval=&oldertype=&bodypre v=#Post796548) that might give you some other keen ideas.
Vanguardian
06-30-2004, 12:38 PM
Hi
Thanks. I'll try it a as soon as I get home. If I were to use a key bind in stead would all I have to do is replace the /macro SWITCH with /bind?
Thanks again
Super_Volt
06-30-2004, 12:42 PM
Correct (and you're welcome :) ). The /bind version would read as follows, with the C key as an example (I use RALT+C to avoid accidental costume changes):
/bind C "local Flame On!!$$cc 1$$powexec_name integration"
EspressoBob
07-01-2004, 12:47 AM
Might to do a search and replace any powerexec with powexec.
Great guide! :cool:
penguin
07-04-2004, 09:55 AM
Someone just type out a super speed bind for me, that when i press w super speed activates and when i let go it deactivates, show me please please please.
Blue_Volt_NA
07-05-2004, 05:00 AM
Here you go Penguin:
/bind w "+up$$-up$$powexec_name super speed"
The only problem with this is that if superspeed is already on, it will be turned off instead of on. So, you need to be careful if you control super speed through any other means.
Sindain
07-06-2004, 11:47 AM
I've made a separate thread and thought I might try here as well since my issue coincidentally came up after I started using bindings.
My communication channel has been automatically changing from Team to Request all by itself whenever I leave/enter a mission and even, I think, when I go from zone to zone.
I was just wondering if this has happened to anyone else and if there is a fix out there for this. Any advice is greatly appreciated. Thanks.
Ex_Libris
07-06-2004, 04:00 PM
Super Volt,
I'm not sure if you've given up by now, but I have a question about your character name keybind loads.
If you have a seperate keybind file for each character, why can't you call the Super Volt file sv.txt and bind the key in that file to load sv.txt?
Super_Volt
07-06-2004, 04:13 PM
[ QUOTE ]
Super Volt,
I'm not sure if you've given up by now, but I have a question about your character name keybind loads.
If you have a seperate keybind file for each character, why can't you call the Super Volt file sv.txt and bind the key in that file to load sv.txt?
[/ QUOTE ]
No reason at all. When I made the post I think you're responding to, I was under the mistaken impression that I'd be re-loading my keybinds each time I logged into the game. I've learned much since those dark days...and decided then this feature isn't that essential to me.
My confusion came from trying to use the $name variable in conjunction with the bind_load command. This should allow me to rename the file "sv.txt" to "supervolt" and, when I'm playing as supervolt, the /bind would load the appropriate keybinds. Problems came up when I encoutered problems getting the $name variable to work like this for my characters who have a space in their name. On the plus side; some nice folks in this thread offered up suggestions to remedy the situation, which has restored much of my lost faith in the goodwill of humans.
neslot
07-06-2004, 07:35 PM
I've looked at the guide to /binds and haven't seen this yet. What i want is to set a key (numpad3, i use the numpad for movement and surrounding keys for other functions) so that when i'm running i can hit numpad3, then chat or go get a drink, yada yada yada. what is the bind command for this?
Skullguise
07-06-2004, 09:03 PM
I have seen other people ask it in other threads now with no replies. And I really want to know as well.
Can some PLEASE tell me how to bind enter/leave supergroup mode? So that I can add the costume change effect to binds.
Blue_Volt_NA
07-07-2004, 06:00 AM
Sindain:
Yep, I've seen this as well. Any time I zone, I switch channels. Haven't had time to see if there is a pattern. Interestingly enough, I've been using binds for some time and never had this problem. It started after I made a set of binds to change which chat channel I was using. Very annoying to be sure, expecially when I accidentally blather something on Broadcast or request that was meant for a select few!!
Neslot:
Can you re-state your question? I don't understand exactly what you are looking for. Do you want it to simply stop all movement? If that is the case, try this:
bind numpad3 "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$autorun 0"
That will stop all movement, no matter if you are flying, standing, etc. Of couse, if you are supper-jumping, you'll need to wait until you hit the ground before you stop ;)
Is that what you were looking for?
Skullguise:
I've tried this before as well. There are a couple SG commands listed in Curveball's guide, but none of them seem work (or I've not figured out the correct usage...). Can't say it isn't possible, but I've tried and failed miserably...
Sindain
07-07-2004, 08:19 AM
Blue_Volt - That's exactly when I started noticing it in my game. I created binds to change which chat channel I was in and then it started automatically switching to the Request channel.
I think I want to take out those binds now. I think I have it as:
/bind shift+t "chat_set t"
/bind shift+s "chat_set s"
/bind shift+l "chat_set l"
Anyone know how I can remove these binds? Thanks for the confirmation Blue_Volt.
Blue_Volt_NA
07-07-2004, 09:17 AM
If you want to completely remove them do this:
/bind shift+t "nop"
/bind shift+s "nop"
/bind shift+l "nop"
"nop" (or non-operational) will remove any bound functions to that key combo. Of course, you can also just stop using them ;). Also, any other bind function you put to these keys will just overwrite the old one.
Anoter option for you to use is:
/bind b "chat_cycle"
so 'b' (or any other key you want) will cycle through to the next channel. Far less convenient than going straight to a specific channell. But alas...
Lippy
07-07-2004, 09:45 AM
Hi, I don't have time to read through the thread right now so I'm gonna reuqest a few binds. Thanks in advance to those willing to help a brother out.
Firstly, I need a bind for my mouse button 4. I want it to target the nearest enemy to my character. I think that is easy enough to do, right?
Secondly, I want to bind a single button which when pressed will enable all my invun shields, such as 'Temp Invun', 'Invincibility', etc. I use power slots 7, 8, 9 and 0 for my shields if that helps.
Finally, I wouldn't mind a 'Looking for team' bind which displays my current level and archtype via request broadcast.
Thanks again, will check back in a bit.
Blue_Volt_NA
07-07-2004, 10:56 AM
OK Lippy, always willing to help out. I only ask you rate my user profile appropriately in return ;).
Seriously, here are most of what you want:
Targen Nearest enemy:
/bind button4 ""target_enemy_near"
Team request- currently the following is a default bind for F9 (if it doesn't work, type /bind then the following
f9 "local level $level $archetype$$local Looking for team"
This sends it to the local channel. You can either change 'local' to 'request' or buind the same command with 'request' to another channel.
The multile powers bit can't be done. The closest you can get is to set up series of toggle binds the same key to toggle each power in turn. to do that, have a look at Curveballs guide on toggle binds. Sorry, but that's to much typing for me at the moment. I need to do SOME work...
Blue_Volt_NA
07-07-2004, 11:18 AM
Oh, Sindain, another suggestion. Try these binds:
rshift+B "show chat$$beginchat /b "
rshift+F "show chat$$beginchat /f "
rshift+T "show chat$$beginchat /t "
rshift+L "show chat$$beginchat /l "
rshift+G "show chat$$beginchat /s "
rshift+R "show chat$$beginchat /r "
I've got these in a file. If you are typing them straigh in, don't forget the /bind part.
These will open a chat line to be sent to the Broadcast, friends, team, etc channels without switching channels on the chat window. This lets you send the 'occasional' chat to another channel without having to click on the bugger...
Sindain
07-07-2004, 11:48 AM
Thanks Blue_Volt. I'll try those when I get home tonight.
And I'm more than happy to give you a 5 star rating for all of your help. Thanks again.
Ex_Libris
07-21-2004, 12:59 PM
My girlfriend's burn tanker goes through Endurance like crazy, and I noticed that she often forgets to turn off Sprint before getting into the thick of things. I'd like to set it up so that Sprint is only active while actually moving, and I thought it'd be pretty easy. So, I changed her keybinds file thusly and tried it out:
W "+forward$$+powexec_name Sprint"
S "+backward$$+powexec_name Sprint"
A "+left$$+powexec_name Sprint"
D "+right$$+powexec_name Sprint"
But instead of being blown away by my coolness, I got this error with each:
Usage:
powexec_name takes 1 args, you gave 2.
...
I thought about it and realized why this doesn't work, but I'd still like to implement the same functionality. Does anyone have any idea as to how I can pull this off? I wanna score points with her, and this is easier than cooking italian. 8-)
Innovator
07-21-2004, 01:09 PM
[ QUOTE ]
My girlfriend's burn tanker goes through Endurance like crazy, and I noticed that she often forgets to turn off Sprint before getting into the thick of things. I'd like to set it up so that Sprint is only active while actually moving, and I thought it'd be pretty easy. So, I changed her keybinds file thusly and tried it out:
W "+forward$$+powexec_name Sprint"
S "+backward$$+powexec_name Sprint"
A "+left$$+powexec_name Sprint"
D "+right$$+powexec_name Sprint"
But instead of being blown away by my coolness, I got this error with each:
Usage:
powexec_name takes 1 args, you gave 2.
...
I thought about it and realized why this doesn't work, but I'd still like to implement the same functionality. Does anyone have any idea as to how I can pull this off? I wanna score points with her, and this is easier than cooking italian. 8-)
[/ QUOTE ]
Remove the + on the powexec_name on each line, and it should like you want. So using your examples they should instead be:
W "+forward$$powexec_name Sprint"
S "+backward$$powexec_name Sprint"
A "+left$$powexec_name Sprint"
D "+right$$powexec_name Sprint"
Hope that helps you...um score?! :D LOL
Ex_Libris
07-21-2004, 01:13 PM
Of course I figure this out a few minutes later.
Here's what I did:
W "+forward$$powexec_name Sprint"
S "+backward$$powexec_name Sprint"
A "+left$$powexec_name Sprint"
D "+right$$powexec_name Sprint"
Doesn't seem quite right, but it does what I want.
Aarzak
07-21-2004, 09:25 PM
Here is the setup that I have.....
W "+forward"
A "+left"
S "+backward"
D "+right"
and...
SHIFT+W "autorun 1$$powexec_name Prestige Power Dash$$powexec_name Prestige Power Dash$$powexec_auto hasten"
SHIFT+S "powexec_name Prestige Power Dash$$powexec_abort$$autorun 0$$powexec_auto hasten"
What this does is it allows the normal WASD movement, but I only have to hit Shift-W to turn on autorun with sprint, and Shift-S to turn off the autorun with sprint. If I want to stop running but keep sprint on, I only have to hit "S" to stop my forward momentum. This lets me keep my right hand around the WASD for all my movement and keeps turning sprint on and off manageable. The added benefit to this bind is that it makes sure that I have my hasten on auto just about 100%. I sprint around enough to guarantee that hasten will be always autoed.
Kodai2
07-22-2004, 05:51 AM
I don't know if anyone posted this, but this guide is a direct plagerism from the Prima guide to CoH.
Super_Volt
07-22-2004, 09:05 AM
[ QUOTE ]
I don't know if anyone posted this, but this guide is a direct plagerism from the Prima guide to CoH.
[/ QUOTE ]
While much of the information in this guide matches the information in the Prima Guide, you should look before you leap. This guide was put together by Curveball, who was beta testing this game months before the Prima Guide was on store shelves. What's more, I've seen posts from other beta testers indicating that the majority of the information on this thread was offered on the Beta forums, and was copied by Curveball to the public forums.
If anything, I'd wager Prima was sourcing Curveball when they crowded /bind commands into a 4 or 5 page section that failed to discuss many of the variables that are required to make certain /bind commands work. Curveball's guide, on the other hand, covers almost all of the available commands in great detail, providing examples and discussions of these commands.
So...thanks for stopping by to blow the whistle on Curveball. He's done nothing more that free spread information to a player community. Prima doesn't own the information nor did they invent it. All they did is gather it (most likely from the beta forums), edit it (poorly) and slap it on the shelves to get a quick buck.
Thank you; drive through
Justice Blues
07-22-2004, 11:19 AM
I am trying to set my numpad keys to use O2 Boost on my teammates. Currently, they are set like this:
numpad1 "unselect$$team_select 1$$powexec_name O2 Boost"
numpad2 "unselect$$team_select 2$$powexec_name O2 Boost"
And so on up to numpad8. But while it selects the teammate correctly, it doesn't do the heal. I believe the O2 Boost is happening too quickly. I know that it is possible to bind a power on a key press, then a different one on a key release. I saw something on that earlier in this thread, but I am not sure how to implement it. Could someone give me an example please?
Phaedrus
07-22-2004, 01:47 PM
I have been studying this text (which is outstanding by th by) for two days trying to figure out how to link fly and hover to one command. Would prefer in on a /macro but will settle for /bind if need be. Please can someone answer this question? How do I link fly and hover together so that fly is only activated while I'm moving? ;)
Phaedrus
07-22-2004, 01:51 PM
I have been studying this text (which is outstanding by the by) for two days trying to figure out how to link fly and hover to one command. Would prefer in on a /macro but will settle for /bind if need be. Please can someone answer this question? How do I link fly and hover together so that fly is only activated while I'm moving? ;)
P.S. Nicely done, I have a hard copy of this guide next to my computer.
Super_Volt
07-22-2004, 01:58 PM
Some folks have already put a lot of work into doing just that for a flight bind. Check this thread (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=422333&fpart=&P HPSESSID=) to see what they came up with.
Last time I checked, the end product was very reliable if you were neat with your keys. What I mean is: I tried it and it didn't work well for me because I hold down many keys at once. The hover/fly bind didnt' react well to this style of keyboard use. It seemed like it would be great for players who're very careful about what keys they press and when...that's just not my style.
American_Knight
07-22-2004, 02:05 PM
[ QUOTE ]
Curveball this guide ROCKS!!!
Where where you, when I needed help with my macros last night? :confused:
Good job, I'll keep a hardcopy of your guide with my other game notes for future reference. :D
[/ QUOTE ]
ditto. VERY VERY GOOD JOB!!!!!!!!!!!!!!!!!!!!!!!!!
Phaedrus
07-22-2004, 04:20 PM
I don't tink I 've thanked you enough. I was searching for a specific /bind command and found so much more. I can't wait to get home and try it. THX again for all your effort, all of you.
Will probably be back with more questions later.
Phaedrus
Seth Polatkin---25 dark/invlun Scrapper---Incandessence---14 eng/eng Blaster--- Burning Sin--- 3 fire/emp Controller----Liberty.
Blue_Volt_NA
07-22-2004, 05:55 PM
[ QUOTE ]
What I mean is: I tried it and it didn't work well for me because I hold down many keys at once.
[/ QUOTE ]
Hey cuz ;),
I don't know if you've tried them out, but the set that Gnarly put together should solve the problem you've described. It creates a HUGE number of files, but should be almost bullet-proof, shourt of holding keys down when you zone. Even then, it is self correcting.
If you haven't, I'd suggest giving his latest set a try.
Phaedrus
07-22-2004, 07:32 PM
[ QUOTE ]
SAVING AND LOADING YOUR KEYBINDS
If you want to save your keybindings to your hard drive, use the slash command /bind_save. This saves your keybinds in a file called keybinds.txt, located in the root directory of your c: drive.
If you want to load the keybinds.txt file, use the slash command /bind_load. As long as the keybinds.txt file is still in the root directory of your c: drive, it will load automatically.
It is possible to load other text files with keybinding commands in it simply by specifing the file name and location. The full command is
/bind_load_file [path]
So, for example,
/bind_load_file c:\coh\textfiles\judge.txt
would load the judge.txt file from the c:\coh\textfiles directory.
When a bind file is loaded using either /bind_load or /bind_load_file, the new file does not REPLACE the old file, it is MERGED with it. If a keybinding conflicts between the current file and the file being loaded, the binding in the file being loaded is used... but any key binding mentioned in the current file that is not present in the file being loaded is left alone.
Thus you can use /bind_load_file to load a keybinds file that has only two entries in it, and only those two entries will be changed. This is useful in the toggle keybindings section of the "Neat things you can do with /bind" chapter.
Understanding Keybinds.txt
The keybinds.txt file is the file that is created when you use the /bind_save slash command. It contains a list of all the triggers and commands you have defined for the character you saved it from.
This is a sample of what keybinds.txt looks like:
[ QUOTE ]
Q "powexec_name Hurricane"
R "powexec_name Sprint"
RALT "alttraysticky"
RBUTTON "+forward$$+mouse_look"
SHIFT+RBUTTON "+backward$$+mouse_look"
ALT+RBUTTON "nop"
RIGHT "+turnright"
[/ QUOTE ]
Notice the /bind command is not used at all. All you see is the trigger and the command. If you want to make custom keybind files (that can be loaded with the slash command /bind_load_file) then you need to follow this format. Use the /bind command in the chat window, not in the keybinds.txt file.
[/ QUOTE ]
Phaedrus
07-22-2004, 07:37 PM
You will have to pardon my ignorance, but I am having a difficult time saving Taunt1.txt or anything to it. I am trying to create a series of taunts connected to one key command and am having a difficult time by it. Crawling but wanting to fly,
Phaedrus :eek:
Phaedrus
07-22-2004, 07:40 PM
You will have to pardon my ignorance, but I am having a difficult time saving Taunt1.txt or anything to it. I am trying to create a series of taunts connected to one key command and am having a difficult time by it. Crawling but wanting to fly,
Phaedrus :eek: Please help.
Super_Volt
07-22-2004, 09:30 PM
Are you creating your bind files in Notepad?
leg0lad
07-22-2004, 10:25 PM
Over the last few weeks I've been experimenting with Binds. I have to give great thanks to all the folks who have posted their solutions here and elsewhere. Specifically I want to thank Curveball and Super_Volt, but I've learned from nearly all of you.
Now I'd like to give back what I've learned. These are just a few hard-learned lessons.
NOTE: I use Windows XP Pro and my file editor is the plain old Notepad that comes with XP from Microsoft.
Most of these have been mentioned or hinted at elsewhere and may even appear in Curveball's excellent guide, but I didn't see them there so I thought I'd share.
Tip #1: Follow the 8.3 naming rule for you bind files: that's eight characters followed by a 3 character extension. For example: mybind.txt is fine but mycoolbind.txt is too long. I can't swear this one is required, but I've seen others mention it and I follow it myself.
Tip #2: !!!DO NOT USE UNICODE!!! Save your bind files as ANSI text. I can't tell you how much trouble this one caused me.
Tip #3: When using multiple commands in a single bind, be sure to put the power command (e.g. powexec_name lift) first. I don't know if this always makes a difference, but doing this in one set of binds fixed a mis-fire problem I was seeing.
Tip #4: When using bind_load_file with other commands, be sure to place the bind_load_file command last in the bind. Again, this may not always be necessary, but it fixed another problem I was having in one of my bind sets.
Tip #5: Use smaller text size and dimmer colors to reduce the screen clutter of your speech bubbles.
Tip #6: This is more of a courtesy thing. I actually interleave non-speech versions of my binds with the speech versions. Only 1 out of 3 uses of a power will trigger a chat message. In my case, for powers with 5 alternate sayings, I have a total of 15 files that I loop through. Kind of a pain, but not too bad and other players appreciate the effort.
For those who are curious, here are my binds:
{Note: wherever you see a bind with a bind_load_file command, there is a corresponding set of other binds that I swap out to avoid tedium.}
ENTER "show chat$$startchat"
C "chat"
\ "menu"
L "beginchat /l "
; "beginchat /b "
' "beginchat /req "
P "beginchat /team "
[ "beginchat /supergroup "
] "beginchat /friends "
BACKSPACE "autoreply"
COMMA "show chat$$beginchat /tell $target, "
/ "afk Gotta take a bio-break! BRB..."
F6 "emote hi$$local Greetings! I am $name. I'm a $origin $archetype with good holding and debuff skills. I can also heal if you are close to me."
F7 "supergroup Hi all."
F8 "local OVER HERE!$$e wave$$e whistle"
F9 "local RUNNING AWAY NOW ... NEED TO HEAL!!!$$team RUNNING AWAY NOW ... NEED TO HEAL!!!$$supergroup RUNNING AWAY NOW ... NEED TO HEAL!!!"
F10 "e boombox"
F11 "e dance"
F12 "e rock$$bind_load_file C:\Games\cohbinds\rps_papr.txt"
W "+forward"
S "+backward"
A "+left"
D "+right"
SPACE "+up"
X "+down"
R "++autorun"
T "powexec_name sprint"
H "powexec_name Hover$$local <bgcolor none><border blue><color blue><scale .6> Just think happy thoughts...$$bind_load_file C:\Games\cohbinds\hover4.txt"
B "powexec_name hover"
G "powexec_name fly"
ESC "unselect$$powexec_abort"
Z "powexec_abort"
TAB "toggle_enemy"
` "target_enemy_near"
SHIFT+TAB "target_enemy_prev"
0 "powexec_slot 10"
1 "powexec_name Radiant Aura$$local <bgcolor none><border blue><color blue><scale .6> Ohhh! I just pooped my pants!$$bind_load_file C:\Games\cohbinds\heal3a.txt"
2 "powexec_name lift$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_l4b.txt"
3 "powexec_name Gravity Distortion$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_h_s3b.txt"
4 "powexec_name Crushing Field$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_h_m1b.txt"
5 "powexec_name Radiation Infection$$copychat_t 50$$team <bgcolor none><border red><color red><scale .8> NOTICE: $target and glowing friends are now ACCURACY-impaired."
6 "powexec_name Enervating Field$$copychat_t 50$$team <bgcolor none><border red><color red><scale .8> NOTICE: $target and glowing friends are now DAMAGE-impaired."
7 "powexec_name Dimension Shift$$team <bgcolor none><border red><color red><scale .8> Now phase-shifting $target and his friends -- Focus your attacks on NON-phased targets!"
8 "powexec_slot 8"
9 "powexec_name Sprint"
M "map"
N "nav"
ALT+EQUALS "next_tray_alt"
EQUALS "next_tray"
- "prev_tray"
LALT "+alttray"
RALT "alttraysticky"
ALT+- "prev_tray_alt"
ALT+0 "powexec_altslot 10"
ALT+1 "powexec_altslot 1"
ALT+2 "powexec_altslot 2"
ALT+3 "powexec_altslot 3"
ALT+4 "powexec_altslot 4"
ALT+5 "powexec_altslot 5"
ALT+6 "powexec_altslot 6"
ALT+7 "powexec_altslot 7"
ALT+8 "powexec_altslot 8"
ALT+9 "powexec_altslot 9"
CTRL+0 "goto_tray 10"
CTRL+1 "goto_tray 1"
CTRL+2 "goto_tray 2"
CTRL+3 "goto_tray 3"
CTRL+4 "goto_tray 4"
CTRL+5 "goto_tray 5"
CTRL+6 "goto_tray 6"
CTRL+7 "goto_tray 7"
CTRL+8 "goto_tray 8"
CTRL+9 "goto_tray 9"
END "+zoomout"
HOME "+zoomin"
INSERT "+lookup"
DELETE "+lookdown"
MBUTTON "+camrotate"
MOUSEWHEEL "+camdistadjust"
PAGEDOWN "camreset"
PAGEUP "+camrotate"
PAUSE "++disable2D"
RBUTTON "+mouse_look"
SCROLL "++mouse_look"
SYSRQ "screenshot"
F1 "inspexec_slot 1"
F2 "inspexec_slot 2"
F3 "inspexec_slot 3"
F4 "inspexec_slot 4"
F5 "inspexec_slot 5"
SHIFT+1 "team_select 1"
SHIFT+2 "team_select 2"
SHIFT+3 "team_select 3"
SHIFT+4 "team_select 4"
SHIFT+5 "team_select 5"
SHIFT+6 "team_select 6"
SHIFT+7 "team_select 7"
SHIFT+8 "team_select 8"
CTRL+TAB "nop"
E "nop"
F "nop"
Q "nop"
leg0lad
07-22-2004, 10:28 PM
Over the last few weeks I've been experimenting with Binds. I have to give great thanks to all the folks who have posted their solutions here and elsewhere. Specifically I want to thank Curveball and Super_Volt, but I've learned from nearly all of you.
Now I'd like to give back what I've learned. These are just a few hard-learned lessons.
NOTE: I use Windows XP Pro and my file editor is the plain old Notepad that comes with XP from Microsoft.
Most of these have been mentioned or hinted at elsewhere and may even appear in Curveball's excellent guide, but I didn't see them there so I thought I'd share.
Tip #1: Follow the 8.3 naming rule for you bind files: that's eight characters followed by a 3 character extension. For example: mybind.txt is fine but mycoolbind.txt is too long. I can't swear this one is required, but I've seen others mention it and I follow it myself.
Tip #2: !!!DO NOT USE UNICODE!!! Save your bind files as ANSI text. I can't tell you how much trouble this one caused me.
Tip #3: When using multiple commands in a single bind, be sure to put the power command (e.g. powexec_name lift) first. I don't know if this always makes a difference, but doing this in one set of binds fixed a mis-fire problem I was seeing.
Tip #4: When using bind_load_file with other commands, be sure to place the bind_load_file command last in the bind. Again, this may not always be necessary, but it fixed another problem I was having in one of my bind sets.
Tip #5: Use smaller text size and dimmer colors to reduce the screen clutter of your speech bubbles.
Tip #6: This is more of a courtesy thing. I actually interleave non-speech versions of my binds with the speech versions. Only 1 out of 3 uses of a power will trigger a chat message. In my case, for powers with 5 alternate sayings, I have a total of 15 files that I loop through. Kind of a pain, but not too bad and other players appreciate the effort.
For those who are curious, here are my binds:
{Note: wherever you see a bind with a bind_load_file command, there is a corresponding set of other binds that I swap out to avoid tedium.}
ENTER "show chat$$startchat"
C "chat"
\ "menu"
L "beginchat /l "
; "beginchat /b "
' "beginchat /req "
P "beginchat /team "
[ "beginchat /supergroup "
] "beginchat /friends "
BACKSPACE "autoreply"
COMMA "show chat$$beginchat /tell $target, "
/ "afk Gotta take a bio-break! BRB..."
F6 "emote hi$$local Greetings! I am $name. I'm a $origin $archetype with good holding and debuff skills. I can also heal if you are close to me."
F7 "supergroup Hi all."
F8 "local OVER HERE!$$e wave$$e whistle"
F9 "local RUNNING AWAY NOW ... NEED TO HEAL!!!$$team RUNNING AWAY NOW ... NEED TO HEAL!!!$$supergroup RUNNING AWAY NOW ... NEED TO HEAL!!!"
F10 "e boombox"
F11 "e dance"
F12 "e rock$$bind_load_file C:\Games\cohbinds\rps_papr.txt"
W "+forward"
S "+backward"
A "+left"
D "+right"
SPACE "+up"
X "+down"
R "++autorun"
T "powexec_name sprint"
H "powexec_name Hover$$local <bgcolor none><border blue><color blue><scale .6> Just think happy thoughts...$$bind_load_file C:\Games\cohbinds\hover4.txt"
B "powexec_name hover"
G "powexec_name fly"
ESC "unselect$$powexec_abort"
Z "powexec_abort"
TAB "toggle_enemy"
` "target_enemy_near"
SHIFT+TAB "target_enemy_prev"
0 "powexec_slot 10"
1 "powexec_name Radiant Aura$$local <bgcolor none><border blue><color blue><scale .6> Ohhh! I just pooped my pants!$$bind_load_file C:\Games\cohbinds\heal3a.txt"
2 "powexec_name lift$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_l4b.txt"
3 "powexec_name Gravity Distortion$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_h_s3b.txt"
4 "powexec_name Crushing Field$$copychat_t 50$$bind_load_file C:\Games\cohbinds\g_h_m1b.txt"
5 "powexec_name Radiation Infection$$copychat_t 50$$team <bgcolor none><border red><color red><scale .8> NOTICE: $target and glowing friends are now ACCURACY-impaired."
6 "powexec_name Enervating Field$$copychat_t 50$$team <bgcolor none><border red><color red><scale .8> NOTICE: $target and glowing friends are now DAMAGE-impaired."
7 "powexec_name Dimension Shift$$team <bgcolor none><border red><color red><scale .8> Now phase-shifting $target and his friends -- Focus your attacks on NON-phased targets!"
8 "powexec_slot 8"
9 "powexec_name Sprint"
M "map"
N "nav"
ALT+EQUALS "next_tray_alt"
EQUALS "next_tray"
- "prev_tray"
LALT "+alttray"
RALT "alttraysticky"
ALT+- "prev_tray_alt"
ALT+0 "powexec_altslot 10"
ALT+1 "powexec_altslot 1"
ALT+2 "powexec_altslot 2"
ALT+3 "powexec_altslot 3"
ALT+4 "powexec_altslot 4"
ALT+5 "powexec_altslot 5"
ALT+6 "powexec_altslot 6"
ALT+7 "powexec_altslot 7"
ALT+8 "powexec_altslot 8"
ALT+9 "powexec_altslot 9"
CTRL+0 "goto_tray 10"
CTRL+1 "goto_tray 1"
CTRL+2 "goto_tray 2"
CTRL+3 "goto_tray 3"
CTRL+4 "goto_tray 4"
CTRL+5 "goto_tray 5"
CTRL+6 "goto_tray 6"
CTRL+7 "goto_tray 7"
CTRL+8 "goto_tray 8"
CTRL+9 "goto_tray 9"
END "+zoomout"
HOME "+zoomin"
INSERT "+lookup"
DELETE "+lookdown"
MBUTTON "+camrotate"
MOUSEWHEEL "+camdistadjust"
PAGEDOWN "camreset"
PAGEUP "+camrotate"
PAUSE "++disable2D"
RBUTTON "+mouse_look"
SCROLL "++mouse_look"
SYSRQ "screenshot"
F1 "inspexec_slot 1"
F2 "inspexec_slot 2"
F3 "inspexec_slot 3"
F4 "inspexec_slot 4"
F5 "inspexec_slot 5"
SHIFT+1 "team_select 1"
SHIFT+2 "team_select 2"
SHIFT+3 "team_select 3"
SHIFT+4 "team_select 4"
SHIFT+5 "team_select 5"
SHIFT+6 "team_select 6"
SHIFT+7 "team_select 7"
SHIFT+8 "team_select 8"
CTRL+TAB "nop"
E "nop"
F "nop"
Q "nop"
Curveball
07-23-2004, 03:47 AM
[ QUOTE ]
I don't know if anyone posted this, but this guide is a direct plagerism from the Prima guide to CoH.
[/ QUOTE ]
That's interesting, since I've never read the Prima guide and the first version of this post existed in the beta forums before the guide was even published. :)
Blue_Volt_NA
07-23-2004, 05:42 AM
Damn you Curveball, giving us something for free!!!! ;)
BladeBreaker
07-23-2004, 08:00 AM
absolutely outstanding effort!
This is an extremely comprehensive guide to make me spend more time tweaking CoH ;)
thank you CurveBall!
Curveball
07-23-2004, 08:18 AM
[ QUOTE ]
Damn you Curveball, giving us something for free!!!! ;)
[/ QUOTE ]
I'm a very bad man. :)
Super_Volt
07-23-2004, 09:03 AM
Always glad to help a hero in need, chum! Thanks for adding your tips on binds. Honestly, though, all props should go to the great Curved one. Maybe if we flatter Curveball enough he'll get the next revision of his bind guide together...
/em praise$$local All Hail Curveball, The Bind King!!
_Zemm_
07-23-2004, 09:26 AM
[ QUOTE ]
Tip #6: This is more of a courtesy thing. I actually interleave non-speech versions of my binds with the speech versions. Only 1 out of 3 uses of a power will trigger a chat message. In my case, for powers with 5 alternate sayings, I have a total of 15 files that I loop through. Kind of a pain, but not too bad and other players appreciate the effort.
[/ QUOTE ]
I think it is absolutely awesome that this is possible, and if I were to do that sort of thing, I would definately use this method, kuz cycling through 5 different sayings on an ability that you will use 3 times a fight, would get real annoying, not only to your team, but more over to you (or me, as the case may be). So kudo's to you for the idea, and more kudos to Cryptic for making it even possible.. I'm impressed. :cool:
Curveball
07-23-2004, 09:56 AM
I cheat. Regiment has 75 spoken taunts that he can cycle through with the "T" key, but I have another key for taunt that just fires it off. That way I can choose when I want Regiment to speak and when I want him to just do the taunt.
Justice Blues
07-23-2004, 10:16 AM
I have my Taunt bound to t, then I have the verbal taunt files bound to lshift+t. So all I have to remember is to hit the shift key. Of course, I don't have anywhere near 75 verbal taunts to use. :)
Curveball
07-23-2004, 12:06 PM
Heh. Some of them are pretty lame, but it's nice to have that kind of variety. :)
Super_Volt
07-23-2004, 12:31 PM
[ QUOTE ]
I have my Taunt bound to t, then I have the verbal taunt files bound to lshift+t. So all I have to remember is to hit the shift key. Of course, I don't have anywhere near 75 verbal taunts to use.
[/ QUOTE ]
I follow this type of binding philosophy a lot to create variations on common attacks such as attack+target nearest+follow for melee characters, putting preferred attacks on auto, and, of course, adding commentary to my power activations. I think anyone who's enjoyed the ability to add a clever quips to their power keybinds has probably also grown weary of those quips (though 75 is a new high-water mark...wow Curveball!). As said above, I think it's courtesy to your group members not to be in perma-spam mode all the time. ;)
Jesterspet
07-27-2004, 09:29 AM
You know there is one very important thing missing from this guide's appendix's,
A listing of the powexec_name powers. I know some of the powers are self explanatory, but if you are not using a single named power & want to bind it, you'll end up debugging you bind/macro until you stumble upon the correct name for the power you are trying to invoke.
if your bind/macro is a very long commandline, you run the risk of hitting the buffer limit. Do you know how annoying it is to come up with a nice cheeky comment/emote/powexec only to find out that you are a few characters over the buffer limit? If I knew the powexec_names before hand, I could plan my snappy blurbs better.
Blue_Volt_NA
07-27-2004, 10:43 AM
Joe,
The easiest thing to do is mouse-over the icon for the power in question (in your power tray). The power name that appears after a couple seconds is the name you need to use in your bind command.
As for reaching the buffer limit, I don't know what to say. Are you typing them directly in on the command line? That's the impression I got. If so, try creating a bind-file that you will load, instead of entering it directly. It makes is much easier to go backa dn see what you've done, as well as to edit it if you want to make some changes.
Hope this helps!
Shijuro
07-28-2004, 12:15 AM
I remember seeing a bind sequence for Inspirations, that uses the inspexec_name to attempt all 3 levels of, for instance, Catch a Breath so that it executes the least powerful of that line that you currently have. I can't find it now, does anyone know how to do this? I believe it relies on only one of them triggering.
Thanks in advance!
Blue_Volt_NA
07-28-2004, 06:17 AM
Shijuro,
Here is what I use:
F1 "tell $name, HP$$inspexec_name respite$$inspexec_name Dramatic Improvement$$inspexec_name resurgence"
F2 "tell $name, END$$inspexec_name catch a breath$$inspexec_name take a breather$$inspexec_name second wind"
F3 "tell $name, DEF$$inspexec_name luck$$inspexec_name good luck$$inspexec_name phenomenalluck"
F4 "tell $name, DAM$$inspexec_name enrage$$inspexec_name focused rage$$inspexec_name righteous rage"
F5 "tell $name, ACC$$inspexec_name insight$$inspexec_name keen insight$$inspexec_name uncanny insight"
F6 "tell $name, DISCIPLINE$$inspexec_name discipline$$inspexec_name strength of will$$inspexec_name iron will"
This will give you a 'self-tell' so you know which one you used, but watch for the animation to be certain it fires. If you don'thave any of the insp, you will still get the tell.
This is set up to use the largest insp of the class that you have. You can chagne that by changing the order in which they are listed in the bind command.
Pseudo_Nym
07-29-2004, 03:31 AM
A friend of mine told me about these neat little binds here. He also said that there was a program someone posted that we could download and it would create the binds we desired. With 50 pages in one thread and 18 in this one to search, I think I'll just ask if I am looking in the right place?
Any help here would be greatly appreciated!
EthanGilchrist
07-29-2004, 06:30 AM
Pardon, just adding to favorites. Thank you.
NightKnight
07-30-2004, 01:53 PM
Was just wondering if it was possible to somehow /bind movement (forward, backward, left, and right) all to my roller ball. ie, make my toon walk/run/fly in the direction I roll the roller in. I read (skimmed thru) most of this thread and don't recall seeing anything like that suggested. If someone can/has figure(d) out a way to do this, please post it. I saw the section of binding the directions and such to mouse buttons, but I would like to have complete movement control with the roller only if it can be done. I wouldn't mind having to hit a key to activate/deactivate this function either.
Thanx in advance! 8-)
Two_Times
07-31-2004, 04:19 PM
hey all... i wanna make a macro but i need help with it.. i need a macro for jumping plus running forward... i want to press "R" and then jump forward until i repress R or "s"...
plz help
Bigzilla06
08-02-2004, 01:48 AM
Yep, gotta have this as a fav :D
Grotus
08-02-2004, 08:20 AM
As a corollary to what Blue Volt has, I'd suggest doing it both ways, for example, I have largest first on my unmodified keys, but smallest first when I hold shift and hit those same keys.
To Macas
/bind R "++autorun$$++up"
To Psycho_Gene
Custom Bind Generator (http://boards.cityofheroes.com/showflat.php?Cat=&Number=424928&page=6&view=collap sed&sb=5&o=&fpart=1#424928) - haven't used it personally, but this is what you were looking for
Shiden
08-04-2004, 06:59 PM
Great job, Curveball. Thanks a lot. I do have a question though. I've read through the faq and didn't see it mentioned or in any of the replies.
I'm trying to create a macro that tells the group, '$target, incoming!' and then have it activate a tp foe power.
I've tried a few and the closest I could come up with was, /macro Inc "group $target, incoming!$$powerexec_name Teleport Foe", but it doesn't seem to work. It looks to me like it should, but it doesn't recognize the power I'm telling it to activate or so the game tells me.
Thanks in advice to whomever might be able to help.
Garrik
08-04-2004, 07:52 PM
[ QUOTE ]
I've tried a few and the closest I could come up with was, /macro Inc "group $target, incoming!$$powerexec_name Teleport Foe", but it doesn't seem to work. It looks to me like it should, but it doesn't recognize the power I'm telling it to activate or so the game tells me.
[/ QUOTE ]
assuming you're posting exactly what you put in the macro, you need to use 'powexec_name' vice 'powerexec_name'
-Garrik
Shiden
08-06-2004, 01:34 AM
Thanks so much, Garrik. That worked great. I figured it might be something minor, but i couldn't see it. Thanks again.
Demonica
08-07-2004, 01:42 PM
I want to change the afk message floating above my toon's head. I've tried several ways but the message always fades. Any suggestions?
Ex_Libris
08-08-2004, 01:42 AM
Hi. I found another key which can be bound:
numpadenter - on the numeric keyboard
/Medax
Chasim
08-08-2004, 04:19 PM
Anyone know the command to accept a team invite? On page 2 it lists "team_accept" but I can't get that to work. Even typing it directly into the game, it doesn't work.
Any ideas?
Relampagos
08-08-2004, 06:38 PM
[ QUOTE ]
I want to change the afk message floating above my toon's head. I've tried several ways but the message always fades. Any suggestions?
[/ QUOTE ]
Try this:
/afk Off to the loo.
'Off to the loo' will appear over my head instead of AFK.
Kenobi
08-09-2004, 07:48 PM
thanks
reevus
08-10-2004, 08:03 PM
great guide. here are some of my bind experiences, hopefully they will be useful to others in similar situations.
KEYBIND FOLDER REFERENCING
first i reference my install directory the lazy way (using .\) ... ex. my binds are stored in a subdir of my coh install called binds... so i use "/bind_load_file .\binds\new_char.txt"
NEW CHAR SETUP / SCRIPT EXECUTION AND CHAINING
as ScrapHeap mentioned... i also like to setup a few comfort keys when i create a new char... like a friends lists and some text macros (ones that ask for health, end, etc)... i have discovered a way to use the /bind to run (and chain) the loading of bind files to accomplish this task.
i prefer this method as it doesnt overwrite or create any temporary macros to be further run (like the f10 macro in ScrapHeap's post)
working example
problem: when i start a new char i want to setup a friends list and 4 macros.
solution: create 3 bind files. ensure each file contains only 1 line AND starts with $$. NOTE: ignoring either rule usually results in erratic behaviour/client crash.
1:
filename: friends.txt
contents:
$$friend friendname1$$friend friendname2$$friend friendnamex
2:
filename: message_binds.txt
contents:
$$macro BC "say <bgcolor GREEN><color RED><border RED><scale 2>$battlecry$$em attack"$$macro EVAC "say <bgcolor RED><color WHITE><border WHITE><scale 2>RETREAT and REGROUP!$$em whistle"$$macro HEALTH "say <bgcolor GREEN><color WHITE><border WHITE><scale 2>Need HEALTH! pls )$$em whistle"$$macro END "say <bgcolor BLUE><color WHITE><border WHITE><scale 2>Need ENDURANCE! pls )$$em whistle"
3:
filename: new_char.txt
contents:
$$bind_load_file .\binds\friends.txt$$bind_load_file .\binds\message_binds.txt
when you create a new char: type "/bind_load_file .\binds\new_char.txt" and it will run the files containing the friends and macros. NOTE: the friends list may not look accurate until it is refreshed (by zoning or modifying the list).
Demonica
08-11-2004, 06:40 PM
[ QUOTE ]
[ QUOTE ]
I want to change the afk message floating above my toon's head. I've tried several ways but the message always fades. Any suggestions?
[/ QUOTE ]
Try this:
/afk Off to the loo.
'Off to the loo' will appear over my head instead of AFK.
[/ QUOTE ]
Yeah I knew that part. What I wanted to do was make a bind that would do it. I actually figured it out myself :)
Here's what did it:
/bind B "powexec_abort$$$$em sit$$afk Washing my tights"
Flame_Wrath
08-11-2004, 07:18 PM
Thank yuo soo much i tried to figure this out yesterday but i couldnt so im happy ur alive ;)!
XHuntr
08-13-2004, 02:31 PM
HELP!!! I Accidently made the button B do nothing. I want to know how to restore it to its default action (enter 1st person mode) how do i do that HELP!
Super_Volt
08-13-2004, 03:36 PM
[ QUOTE ]
HELP!!! I Accidently made the button B do nothing. I want to know how to restore it to its default action (enter 1st person mode) how do i do that HELP!
[/ QUOTE ]
Here you go: /bind B "++third" . And just so you know, all of this is covered in the Default Keyboard Bindings, near the beginning of this thread (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=371472&fpart=&P HPSESSID=)
XHuntr
08-13-2004, 04:28 PM
i tried typing in what you said but it didnt work. What exactly do i type in?
EvilRat
08-13-2004, 06:45 PM
good info thanks
Super_Volt
08-14-2004, 03:04 AM
[ QUOTE ]
i tried typing in what you said but it didnt work. What exactly do i type in?
[/ QUOTE ]
Terribly sorry, I had that wrong. To bind the toggle first/third person view to the B key, you would type:
/bind B "++first"
Freedom_Force
08-16-2004, 10:11 AM
Quick question (hopefully)-
I know there is a “Ready” emote, and I could just bind that to key, but I would like to have a (large) set of toggles that I could use, chock-full of witty sayings. I have a lot of time on my hands at work to do this, but before I did, I wanted to make sure I did it right.
1. On my C:\ I’ll create a file called “ready”
2. Inside the “ready” file I’ll create many, many text files called “ready1.txt” “ready2.txt” “ready3.txt” etc. etc.
3. Inside “ready1.txt” I’ll type –
t “local I’m ready when you are$$bind_load_file c:\ready\ready2.txt”
4. Repeat, changing text and load file number
5. Once I’m in-game, I type in /bind_load_file c:\ready\ready1.txt
6. Just hit “t” when I’m “Ready”
I just wanted to check this before I went ahead and wrote them all out. If this isn’t correct, please(!), use small words/simple terminology as I’m not too computer savvy.
I just get bored saying "ready" all the time when I'm grouping....
Thanks
Blue_Volt_NA
08-16-2004, 10:42 AM
Yep, it looks like you've got it right. In your post you said that you 'On my C:\ I’ll create a file called “ready”. Inside the “ready” file I’ll create many, many text files'. Presumabley, you will create a FOLDER called ready. The path you've got is right, so I think it's just the way you worded it.
The only other thing to remember is to have the last file re-load the first so they continue to loop.
Have fun!
Freedom_Force
08-16-2004, 11:22 AM
Ok, thanks. Yeah, I meant "folder." See, I told you I wasn't too tech-savvy! :p
CowboyUp
08-16-2004, 12:26 PM
Just curious and maybe I'm asking for too much, but I thought I would ask.
I've got the first 3 powers in the Leadership Power Pool. Is there any way that I can toggle all 3 on at once? I've read through this entire thread and I'm thinking it can't be done, but there are greater minds than my own out there.
Thanks for any thoughts and help in advance.
Cowboy Up
Torchy_McBubble
08-16-2004, 12:45 PM
This was posted by Blue_Volt:
[ QUOTE ]
Shijuro,
Here is what I use:
F1 "tell $name, HP$$inspexec_name respite$$inspexec_name Dramatic Improvement$$inspexec_name resurgence"
F2 "tell $name, END$$inspexec_name catch a breath$$inspexec_name take a breather$$inspexec_name second wind"
F3 "tell $name, DEF$$inspexec_name luck$$inspexec_name good luck$$inspexec_name phenomenalluck"
F4 "tell $name, DAM$$inspexec_name enrage$$inspexec_name focused rage$$inspexec_name righteous rage"
F5 "tell $name, ACC$$inspexec_name insight$$inspexec_name keen insight$$inspexec_name uncanny insight"
F6 "tell $name, DISCIPLINE$$inspexec_name discipline$$inspexec_name strength of will$$inspexec_name iron will"
This will give you a 'self-tell' so you know which one you used, but watch for the animation to be certain it fires. If you don'thave any of the insp, you will still get the tell.
This is set up to use the largest insp of the class that you have. You can chagne that by changing the order in which they are listed in the bind command.
[/ QUOTE ]
and I thought this was a great bind, so I created a pdf file that shows the F keys, the icons and the name of the inspirations. I have printed it out and it sits right above my keyboard when I play CoH.
That file is available here:
http://www.cove209.com/keybinds.htm
Blue_Volt_NA
08-16-2004, 01:50 PM
Sorry, but no. There is a trick you can use that will allow you to operate two powers in a single key-press. But that is the most that you can do. The best I could suggest is to set up a toggle bind that allows you to press the same key three times, once for each power. Then the same key three times to turn them off. But, this could be a bit confusing if they get out os synch. In the end, it's more bother to bind and operate this, when it's just a couple keys in the first place.
Freedom_Force
08-18-2004, 01:57 PM
[ QUOTE ]
Quick question (hopefully)-
I know there is a “Ready” emote, and I could just bind that to key, but I would like to have a (large) set of toggles that I could use, chock-full of witty sayings. I have a lot of time on my hands at work to do this, but before I did, I wanted to make sure I did it right.
1. On my C:\ I’ll create a file called “ready”
2. Inside the “ready” file I’ll create many, many text files called “ready1.txt” “ready2.txt” “ready3.txt” etc. etc.
3. Inside “ready1.txt” I’ll type –
t “local I’m ready when you are$$bind_load_file c:\ready\ready2.txt”
4. Repeat, changing text and load file number
5. Once I’m in-game, I type in /bind_load_file c:\ready\ready1.txt
6. Just hit “t” when I’m “Ready”
I just wanted to check this before I went ahead and wrote them all out. If this isn’t correct, please(!), use small words/simple terminology as I’m not too computer savvy.
I just get bored saying "ready" all the time when I'm grouping....
Thanks
[/ QUOTE ]
I went home and I tried this and I got a message "Unable to read in keybind file"
I tried to copy my "ready1.txt" etc into the keybind file but it wouldn't let me. I went over Curveballs directions again and it says "The first thing you need to do is create five keybind files." So I tried making a "keybind" folder and then loaded the "ready" files into the "keybind" folder. That didn't work either.
Like I said before, I'm not to savvy, so I'm pretty stumped. Anyone have any ideas? (please take it step by step)
Thanks
Super_Volt
08-18-2004, 02:54 PM
The filepaths contained in your binds must lead to the folder where you stored your binds. So, if you put all your binds in the folder c:\keybinds, but your binds are calling up files from the folder c:\ready...your binds won't work because they're trying to load .txt files from a folder you haven't created.
It looks like the shortest solution to your troubles would be to change the name of your keybinds folder to "ready". Alternately, you could open each of the text files and change the filepaths to load from c:\keybinds instead of c:\ready
I hope this helps.
Mr_Samurai
08-18-2004, 04:39 PM
I've been wanting to make this bind for a while, but didn't know how to do until looking at the fine work of Blue_Volt and Curveball, and of course everyone else who's contributed.
Basically, I made a bind that switches from having fancy colored text to plain old black and white text. People often complained that my text bubbles got in the way, so I decided to find a way to change it with the press of a key.
in your main binding txt file (mine is powers.txt), add this line:
lshift+t "bind enter beginchat <bgcolor black><border red><color red>$$bind_load_file C:\coh\text1.txt"
(of course substituting the keys you want and the colors, etc)
next for the text1.txt:
lshift+t "bind enter beginchat |$$bind_load_file C:\coh\powers.txt"
the only problem I'm having is that beginchat takes one argument, and I haven't found a way to give it an empty string as an argument, therefore everytime I hit enter, there's always one character there that I have to erase. Any help with getting rid of this hassle would be appreciated!
:cool:
~edit~
I figured it out. replace beginchat with startchat
lshift+t "bind enter startchat$$ bind_load_file C:\coh\text2.txt"
ItsJustJake
08-21-2004, 12:30 PM
Still reading through, trying to work out some basic binds, but figured the thread could use a bump too.
I'm trying to do the 'Say Something and use power' type bind, and the 'Say something and do Emote'. I got it to say and then Emote, but I can't get it to Say then use the power.
Do Binds not work for Offensive abilities? Am I just a Dork?
;-)
FreezeWarning
08-21-2004, 01:10 PM
Here's one:
bind J "say <color red>You want some of this, tough guy?! $$powexec_name taunt"
Freeze
ItsJustJake
08-23-2004, 07:34 AM
[ QUOTE ]
Here's one:
bind J "say <color red>You want some of this, tough guy?! $$powexec_name taunt"
Freeze
[/ QUOTE ]
Thanks Tons! I tried that, and it works .. I must have been writing the 'powexec' part incorectly.
5 stars for you!
New_Mutant
08-25-2004, 09:20 AM
Are there /bind or /macros for switching costumes?
Blue_Volt_NA
08-25-2004, 09:54 AM
/cc 0 will change to the first costume slot, /cc 1 will change to the 2nd, ect.
EvGen_88
08-25-2004, 09:25 PM
I've read a lot of keybind forums lately. I'm sure I saw the answer somewhere for this, but can't remember.
I know you can set the bind to active on key press or key realese, with something like +down -down. How does that work exactly?
One problem I am having, is that my simple bind:
c "powexec_name hover" that I use to toggle hover on and off double fires often on my nostromo keypad. I have all the main 14 keys on it mapped for the left side of the keyboard from shift diagonaly up to r. When I hit the c key on my normal keyboard it works fine. I guess the keypad is auto repeating. The result is hover turns on then off very quickly about half the time. I don't know if I can adjust the gamepad yet, so I figure mapping it to keypress (keydown) only might fix the problem. This happens for my sprint bind too.
Thankx in advance!
Curveball
08-26-2004, 04:10 AM
actually +[command] will turn something on, -[command] will turn something off. For example, I have lbutton set to -mouse_look so that I can exit mouse look mode (which I have permanently turned on when my character is moving).
"++" turns something on only for as long as you're holding down the key, but it doesn't always behave consistently when you use it and another command together in the same bind.
Blue_Volt_NA
08-26-2004, 06:12 AM
Curveball Dude! You taught me (almost ;) ) everything I know about key binding. THANK YOU!!
So, it is with great hesitancy (but some certainty, none the less...) that I dare to contradict the Great One.
I think you've got the +/++ command functionality backwards. The '+' trigger will act such that the command is active only while the key is pressed and held, while the '++' will act as a toggle activating on one press and de-activating on a subsequent press.
Don't worry, I'll chalk it up to early in the morning and not enough coffee.
EvGen, the trick you are talking about works like this: by using a command with a '+' trigger at the start of a more complex bind, you add a 'double execute' functionality to the key. i.e. it will execute the function tied to that key on press, and again on release. Using +down$$-down adds this functionality without actually affecting the movement of your toon (due to the -down), but still passes the '+' functionality on to the rest of the bind.
There are a number of things you can do with this, such as changing the function of a key mid-press if you include a bind_load_file command within the key bind.
Now, what you have asked is actually how it is already working. A basic 'powexec_name' will only trigger a power when the key is pressed. I suspect the proble you are having is related to the key pad just as you've already figured. That is, it is auto-repeating very quickly, causing the power to double-trigger. With a toggle power such as hover, that will toggle it on and off again very quickly.
I hope that this helps you a bit!
Volt
New_Mutant
08-26-2004, 07:52 AM
[ QUOTE ]
/cc 0 will change to the first costume slot, /cc 1 will change to the 2nd, ect.
[/ QUOTE ]
Thanks! Works beautifully! I saw a guy in street clothes do a tornado spin then reappear in costume. Now I've got my own version, where my character ignites, and the fire gives him another appearance--same costume, but different shades.
The game just gets cooler and cooler!
Curveball
08-26-2004, 09:17 AM
Er... you're right. I got it backwards. :)
Arrow_Bait
08-27-2004, 02:38 AM
Curveball, thank you. It can't be said enough. I had an old copy of this and just recently, thanks to another poster, found this thread.
For anyone that can help:
I realize this is mainly a BIND thread, not a /SLASH command thread. However, I wish to /bind a /slash command that I can't seem to locate anywhere.
I know it's an intrinsic command, so it just may not be possible.
What I'm trying to do:
Bind a key to activate the left mouse button. By this, I mean activate the CLICK function that the lbutton/button1 does whenever you have a blue hand...such as open doors/enter tram/search objects/etc. (To equate to another MMO, EQ, similar to the U key that activates whatever the mouse is pointing to).
I know the syntax for binding, that's not a problem. The problem is, "What's the /slash command for the click function?"
Thanks in advance.
Asmor
08-27-2004, 02:38 AM
Sorry if this has been mentioned already, but I discovered it's possible to bind a key to do a sequence of commands (much like the different texts for taunt in the FAQ) without using seperate bind files. Instead, you use macros in some out of the way tray.
Here's an example, which makes it so that pressing p will say 1, then 2, then 3
Place the following macros in this order in slots 1, 2 and 3 of tray 9
/macro 1 "local 1$$bind p powexec_tray 2 9"
/macro 2 "local 2$$bind p powexec_tray 3 9"
/macro 3 "local 3$$bind p powexec_tray 1 9"
Arrow_Bait
08-27-2004, 03:01 AM
Dammit...from another thread, I just read this:
[ QUOTE ]
Super Volt said, "Sorry, no. You need to click the mouse for all powers that use the targeting reticle, and there's no way to simulate the mouse click in keybinds."
[/ QUOTE ]
I'm guessing that answers my question??
Blue_Volt_NA
08-27-2004, 05:44 AM
Regretably, yes. I'm affraid that is the only answer that has been found so far...
PantherShade
08-30-2004, 11:48 AM
Is it possible to create macros with a bind file?
If so, how?
Mr_Samurai
08-30-2004, 12:11 PM
Do you think it would be possible to bypass the "no more than one power activated with one key press" roadblock by creating a bind that would activate one power when you pressed the key down, and activate another when you released the key? I'm not quite sure how to do that, but is it possible?
SagittaryGold
08-30-2004, 01:33 PM
There's been a big surge in mods lately for COH (texture changes, sound swapping, etc) and obviously Binding and such is a long running but quickly building thing. Out of curiousity, would everyone like to have a dedicated section (forum) for Mods, Binds, and other Tweaks/Utilities over at coh.warcry?
Blue_Volt_NA
08-30-2004, 05:04 PM
Yep, it is possible. Here is a set that will activate build-up on key-press and power thrust on release.
hchange1.txt
lshift+u "+up$$-up$$powexec_name build up$$bind_load_file c:/bind/blue_volt/hchange2.txt"
hchange2.txt
lshift+u "+up$$-up$$powexec_name power thrust$$bind_load_file c:/bind/blue_volt/hchange1.txt"
Of course, you will probably need to change the buind-load path. This is straight out of my files. The trick is in the +up$$-up at the beginning. The +u gives the functionality to execute on press and release, and the -up prevents it from actually making you move.
Now, you can change the file names, paths and powers called to what ever you want.
Good Luck.
Volt
tessie_NA
08-31-2004, 05:52 AM
Hi there. Excellent guide, thanks alot!
Now to my question, i am trying to activating Super Speed and Sprint at the same time with one single button, x.
But what it does, is toggles between them. What am i doing wrong? My bind looks like this:
/bind x "powexec_name sprint$$powexec_name super speed"
Thanks in advance, Tessie
Blue_Volt_NA
08-31-2004, 10:16 AM
Well, simply put, you can't activate two powers in a single bind. You can only toggle between the two, as you've seen. The devs designed it that way to prevent botting of complicated combat sequences.
Now, if you want to know how to get around that, read my last post. The one right above your post...
tessie_NA
08-31-2004, 12:31 PM
Ah sorry about that, heh. Somehow i managed to miss that, but thanks alot for your respone :)
Phaedrus
08-31-2004, 02:59 PM
Yes, I would like to see a web page devoted to Curveballs masterful creation. As well as textures and sounds and explanations on how to manipulate all these great features. :D
The real question is: when will we be able to change the color of our powers?
p.s. a search feature would be nice too. :)
FossilStone
09-03-2004, 04:33 AM
I'm still new to binds and macros, but I just want to know if this will work. I plan on testing it when I get home.
What I'd like to do is activate Manuvers & Assault with one key. So I think my macro should look like this:
MACRO:
/macro ldr "powexec_name Manuevers$$bind_load_file c:\cohkeys\leadership.txt"
Leadership.txt
"powexec_name Assault"
I appreciate any input you guys have on that. Thnx in advance. :D
Blue_Volt_NA
09-03-2004, 05:29 AM
Hey DJCKid,
I don't think what you've got there will work. When you execute the macro, Maneuvers will activate. Then, you will probably get some kind of error message on the bind_load. I'm not sure on that part. Running the bind_load_file command will not actually execute the sequence stated in the file. It simple binds keys as defined by that file. In fact, the devs were pretty careful about ensuring that you could not execute more than one power with a single key-press. However, they were not perfect about preventing it.
Try this:
<font class="small">Code:[/color]<hr /><pre> maneuvers. txt
p “+down$$-down$$powexec_name maneuvers$$bind_load_file c:/cohkeys/assault.txt”
assault.txt
p “+down$$-down$$powexec_name assault$$bind_load_file c:/cohkeys/maneuvers.txt”
</pre><hr />
Create these files in your cohkeys directory, then type:
<font class="small">Code:[/color]<hr /><pre> /bind_load_file c:/cohkeys/maneuvers.txt </pre><hr />
on the chat line. Now, when you press the 'P' key, both powers will activate if off, and deactivate if on.
The '+down' at the beginning of the command sets the operation such that the command is executed on both the press and release of the key. By performing the bind_load, you change the function of the key mid-stream, allowin a second power to be activated.
Hope this helps.
Volt
FossilStone
09-03-2004, 07:14 AM
[ QUOTE ]
Try this:
maneuvers. txt
numpad3 “+down$$-down$$powexec_name maneuvers$$bind_load_file c:/cohkeys/assault.txt”
assault.txt
numpad3 “+down$$-down$$powexec_name assault$$bind_load_file c:/cohkeys/maneuvers.txt”
[/ QUOTE ]
Thnx for the advice Blue_Volt, I'll try that out. But I now have another question....
Sometimes my keys change where the number 1 key at the top has my toon say "Good Work!" instead of activating the power in the powertray in slot 1. To fix that, I have my a keybind that auto-loads my keybind file that resets all my keybinds. So that problem goes away.
To get this to work with my current keybind file, do I just put the following in my keybind file? After I create the Manuevers.txt & Assault.txt files.
<ul type="square">
numpad3 “+down$$-down$$powexec_name maneuvers$$bind_load_file c:/cohkeys/assault.txt”
[/list]
Thanks again for your help.....
Blue_Volt_NA
09-03-2004, 08:18 AM
[ QUOTE ]
<ul type="square">
numpad3 “+down$$-down$$powexec_name maneuvers$$bind_load_file c:/cohkeys/assault.txt”
[/list]
Thanks again for your help.....
[/ QUOTE ]
Yep, that will do it! Most people don't seem to have a 'deafult' key-bind file, so I don't normally suggest that (but it is my best suggestion on how to do it..).
The only thing to watch out for is if you manually activate one of the powers through the power tray. If only one of them gets activated that way, you will have the powers our of synch. That is easily corrected by 're-synching' the powers using the power tray keys/icons.
Good luck.
Oh, and your welcome!
Wynterfyre
09-05-2004, 12:00 PM
Okay, there's a lot of information here, and I've tried search and scanning the the responses (granted, my head feels like it's going to explode looking at it all), but I can't seem to find what I'm looking for.
I'm trying to discover if there is a way to do a pause or countdown effect on activating a power.
As an example, let's say I want a bind to give a warning that teammates have 5 seconds before I activate Accelerate Metbolism. I'm trying to find out how to make a bind that will:
1) Warn them that they have 5 seconds to gather before it goes off;
2) Counts down 5 seconds (either a silent countdown in game or a countdown and the announcing of each number for teammates to hear) and then:
3) Activates AM at the end of the 5 seconds.
I'm not new to the game, but I've never gotten the hang of binds or macros (in game or out :( )
Any help will be appreciated!
Thanks in advance!
Super_Volt
09-06-2004, 07:53 AM
Nope, there's no way to put a "pause" in your binds. I believe the devs did this to prevent macro fighting. My advice would be to bind the tell to a key, and bind AM to a neighboring key.
- good luck!
ZeroG_NA
09-09-2004, 09:21 AM
I discovered something very obscure that I hadn't read in the forum. I wasn't sure where to post it but this thread can always use some attention.
Binding nop or $$ to a key does not clear the bind. It is a bind of its own. I had never bound anything to shift+w but I have other shift binds. When holding shift, w would function normally, i.e. shift+w was the same as w.
While doing a quick and dirty test of something I bound shift+w. When done I bound shift+w nop. Now shift+w was a dead key combo, if I had shift held down w would no longer function at all. Same for shift+w "$$". The game remembers a nop or $$ instead of clearing the bind.
There was a momentary mental DOH before I remembered the reset binds button in options which does clear the binds. Then I just loaded up my normal binds and all was well again.
At one point during my various testing I was looking at binds using /bindlist. I noticed at the beginning of the output it said something to the effect of yada yada trickle yada off.
Is there some kind of setting that will specify whether or not key combos bound to nop or $$ allow the individual keys to function? Could be useful on occasion.
FossilStone
09-10-2004, 02:15 AM
[ QUOTE ]
[ QUOTE ]
<ul type="square">
numpad3 “+down$$-down$$powexec_name maneuvers$$bind_load_file c:/cohkeys/assault.txt”
[/list]
Thanks again for your help.....
[/ QUOTE ]
Yep, that will do it! Most people don't seem to have a 'deafult' key-bind file, so I don't normally suggest that (but it is my best suggestion on how to do it..).
The only thing to watch out for is if you manually activate one of the powers through the power tray. If only one of them gets activated that way, you will have the powers our of synch. That is easily corrected by 're-synching' the powers using the power tray keys/icons.
Good luck.
Oh, and your welcome!
[/ QUOTE ]
Sweet! Just to let you know, that bind works great. However, I tried to used it for my blaster's "AIM & SNIPER BLAST" combo, but the animation for "AIM" took to long that "SNIPER BLAST" did not go off. Oh well, I'll just stick to the 1-2 button-punch for those powers. Thanks again.
Blue_Volt_NA
09-10-2004, 08:10 AM
DJCKidd,
I know exactly what you mean. I have the same problem using either build-up or aim just prior to my sniper blast as well. BUT, I think this is a bug that has been fixed in the next issue. I've been on the test server a little, and it apears that you can now cue the sniper blast immediately after firing off either aim or build up. I didn't really test this, but I did notice that after going to the test server, then back to the regular server. So, don't give up hope yet!
FossilStone
09-11-2004, 11:33 PM
Good to know. I'll keep those bind files for after the issue#2 update. Good looking out.
PantherShade
09-15-2004, 01:47 PM
Maybe you all can help with my bind file.
I created 100 insults to go with Taunt, and put them into 100 text files (insult00.txt - insult99.txt). Except for the actual insult and the referenced new file to load, they are all the same. Each file references the next file to load, while taunting.
First, I'll give the set-up....
I have folders set-up for my keybinds as follows:
C:
-KeyBinds
--SC (file: SC.txt)
---insults (files: insult00.txt - insult99.txt)
SC.txt contains the following line:
F9 "local $target, prepare to be mocked!$$bind_load_file C:\keybinds\SC\insults\insult00.txt$$powexec_name Taunt"
Each insult file references the next file as demonstrated by insult00.txt:
F9 "local You're not even a warm-up, $target.$$bind_load_file C:\keybinds\SC\insults\insult01.txt$$powexec_name Taunt"
***************************
The problem:
My tanker will say the line and make the taunt, but the next file won't automatically load. Most of the time. If I have no target, it will select a target and load the new file, while taunting.
Any suggestions on how to make this work properly?
Blue_Volt_NA
09-15-2004, 07:33 PM
PantherShade,
The first thing I would try to do is to move the bind_load portion of the bind to the very end. Make that the last thing in the line.
Otherwise, everything seems OK.
If that doesn't work, let me know if it changes anything.
Volt
Dynamic
09-16-2004, 09:20 AM
sic
PantherShade
09-16-2004, 02:23 PM
[ QUOTE ]
The first thing I would try to do is to move the bind_load portion of the bind to the very end. Make that the last thing in the line.
[/ QUOTE ]
Thanks, that seems to have worked.
I just wish I knew why...... :confused:
Blue_Volt_NA
09-16-2004, 03:04 PM
It has something to do with changing the function of the key in the middle of executing the bind. I don't remember the specifics. I just remembered that the bind-load should always be at the end from my newb bind days...
SBeaudway
09-17-2004, 05:52 AM
"If you want to load the keybinds.txt file, use the slash command /bind_load. As long as the keybinds.txt file is still in the root directory of your c: drive, it will load automatically. "
Hey, has anyone notuced since update 2, this doesn't work. I can't load my keybinds.txt file to my current toon. Stuck with the binds of an alt. Help!
Nos4O2
09-17-2004, 06:23 AM
Anyone know how to bind the "badge" menu? Binding to "badge" doesn't work like "mission" or "map" does!
Blue_Volt_NA
09-17-2004, 07:55 AM
SBeaudway,
The bind_load command loads the specific file (named keybinds.txt) into the current toon. The keybinds.txt file is created by using the bind_save command. Bind_save will save the key bind configuration for the toon that is active when the command is used, and will OVERWRITE any previous file. So, if you have the key-bind patern for another toon, you must have re-saved the keybind.txt file from that toon.
What you need to do is create a seperate file for each toon with different bind configs (and re-name them). Then use the bind_load_file commenane to load that file.
I would reccomend creating a folder called 'bind' located in on your root c: directory. For a file called 'blue_volt.txt' located in that folder, the commen would look like this:
/bind_load_file c:/bind/blue_volt.txt
If you've already overwritten the keybind.txt file with one toon, and have already loaded that into another toon, I don't think there is any way to restore any custom key-binds you may have had. My only suggestion is to do a re-set (somewhere in the options menu) and re-load any customer set-up you had.
Volt
Kalen_NA
09-17-2004, 08:25 AM
Since Update 2, i've just noticed that /bind_save now save the keybinds.txt in CoH install directory, not anymore on C:\
Else, has someone made a list of the new commands?
As i can see in the menu/options/controls, that you can bind many more functions to key (like entering/exiting supergroup mode)..
Got to try setting keys and save binds to find out...
SBeaudway
09-17-2004, 09:03 AM
Blue_Volt,
Thanks much for the response. People like you make these boards great. As opposed to the trolls, whiners and flamers. :)
I currently have three files on my c:\ drive root dir.
keybinds.txt
sfcmercy.txt
misscelcius.txt.
I copy the correct one for the toon I am playing onto the keybinds.txt before I log in and change it as I change toons. I use /bind_load to load the keybinds.txt file in game. Always worked before. Not now.
I will try /bind_load_file c:/sfcmercy.txt next time.
Another poster thought that at Update 2, the keybinds.txt file is now in the CoH dir and not root dir.
We'll see.
Thanks again!
Blue_Volt_NA
09-17-2004, 01:42 PM
Yeah. Based on what Kalen said, you can probably just move the files off the c:/ dirrectory and into the CoH folder, and then go back to the way you were doing it before. Or, you can do what I suggested, but you well still need to go to CoH directory for the keybinds.txt file.
Volt