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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
> > >
> >
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>
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ts2do
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