Prototype/CustomInput: Difference between revisions
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(Created page with "== Basics == Used for custom keyboard shortcuts/keybindings in mods. == Properties == === type === '''Type''': Types/string Has to be "custom-input". === name === '''Type...") |
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Used for custom keyboard shortcuts/keybindings in mods. | Used for custom keyboard shortcuts/keybindings in mods. | ||
== Properties == | == Properties == | ||
Inherits all properties from [[Prototype]]. | |||
Name is also the name for the event that is raised when they key (combination) is pressed, see [[Tutorial:Script interfaces]]. | |||
=== key_sequence === | === key_sequence === |
Revision as of 12:53, 23 January 2018
Basics
Used for custom keyboard shortcuts/keybindings in mods.
Properties
Inherits all properties from Prototype.
Name is also the name for the event that is raised when they key (combination) is pressed, see Tutorial:Script interfaces.
key_sequence
Type: Types/string
The default key sequence for this custom input.
- " + " is used to seperate two keys:
"ALT + G"
- "CONTROL" works, "CTRL" doesnt.
- "mouse-button-2" etc for mouse buttons
linked_game_control
Type: Types/string
Default: ""
When a custom-input is linked to a game control it won't show up in the control-settings GUI and will fire when the linked control is pressed. [1]
Example to the same key sequence as the clear-cursor hotkey:
key_sequence = ""
linked_game_control = "clear-cursor"
consuming
Type: Types/ConsumingType
Default: "none"
enabled
Type: Types/bool
Default: true
If this custom input is enabled. Disabled custom inputs exist but are not used by the game.