-- [ Picked text/plain from multipart/alternative ] What would need to be done is a current binding would need to be saved with the writecfg engine command b4 execution occurs so if the user changes the binds in console, they get saved
On 1/16/06, David Lisuk <[EMAIL PROTECTED]> wrote: > > well you could just have separate .cfg files for each binding scheme. > then execute each specific cfg file when ever you need to use it. > then you could write a custom binding menu with vgui that shows up in > game instead of at the main menu or something to chnage the stuff > around. or use like vb or something to write an external program to > do the binding by editing the cfg files. > > that's what I'd do anywyas > > On 1/15/06, Justin Krenz <[EMAIL PROTECTED]> wrote: > > Yeah I did that. That's how I'm currently doing things. > > > > Aaron Schiff wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > what you can do is replicate the keyboard bind thing and make 2 > copies, one > > > for in vehicle and one for in aircraft... > > > then you would have to override how key binds are retrieved and use > your own > > > binds for each case > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

