The Incomplete and Unofficial Guide to /bind (1.1)


Aarzak

 

Posted

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bind_load_file c:\binds\$name

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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??


 

Posted

[ 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??

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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.


 

Posted

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.


 

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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.

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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?


 

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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.


 

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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.

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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


 

Posted

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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.


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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.


 

Posted

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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?


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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.


 

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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.


Agent R22 Dinged lvl 50 on 5-2-07, 509 logged hours, 3 years playtime

 

Posted

[ 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.


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Aha, that would explain it. Thanks for straightening that out for us, Goldheart.


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Yes, thanks. I'm sorry I got this wrong. I wil try to be better!


 

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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!


 

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Post deleted by Moderator1


 

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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 (scroll down to the 8th post). These are keybinds that execute a command and then load a new keybind immediately afterward.


 

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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


 

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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


 

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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...


 

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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


 

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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?


 

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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.

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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.


 

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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


 

Posted

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.


 

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Very nice guide, curveball. Kudos to you!

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!


 

Posted

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.


 

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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.


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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.

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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?


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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]


 

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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

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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.

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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)

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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.