Modding:Key Mapping (Commands)

Revision as of 01:18, 17 September 2019 by Egocarib (talk | contribs) (To be continued... (submitted bug report because I can't actually get this feature to work))
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This page is about modding. See the modding overview for an abstract on modding.

Mods can add custom key mapping entries to the Key Mapping menu.

Players can then bind a key to the mod's custom command.

When the player presses that key, the mod's custom command is received as an event on the player character. This means that at least a small amount of C# scripting is required to take advantage of the key mapping infrastructure.

Define Key Mapping Options

A mod defines its custom key mapping options in a Commands.xml file. Here's an example file that defines two commands.

<?xml version="1.0" encoding="utf-8"?>
<commands>
  <command ID="ModName_Cmd_One" DisplayText="My Custom Debug Command" Category="Debug"></command>
  <command ID="ModName_Cmd_Two" DisplayText="My Custom Cool Command" Category="Cool"></command>
</commands>

In this case, we've added one command to the existing "Debug" category in the Key Mapping menu. We've added another command to a new category - the "Cool" category. Here's how it looks in game: