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addition of a run key?


Myagi

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I was wondering what the status of a possible run key is? (I tried a search but it apparently doesn't like 3 letter words, and "run key" didn't result in anything either)

 

Aside that I'd like one because that's how I played dark engine games, there's a more practical reason for me now. Around a year ago my left pinky finger had a close encounter with a circular saw, resulting in limited feeling and movement range. A single run forward key would be more comfortable :)

 

I thought of maybe having a look at the source and evaluate if I could do it (in reasonable time), but I wanted to check if it's something already done or will be done.

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Ohhh I see. At first I was confused because you hold 2 keys to run but I see you want one. You should be able to bind a run + forwards key in console.

 

I tried messing around getting one to work. The keys you need are _forward and _speed.

 

I've tried:

(Does nothing)

bind o "_forward; _speed"

bind o "_forward + _speed"

(only forward)

bind o _forward; _speed

bind o _forward _speed

bind o _forward + _speed

 

I can't get it to work and I can't find anything on making 2 commands in 1 key on google for d3.

Anyone got ideas?

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It is not possible with the current code (maybe when the doom3 source code is released.) But I have worked out a reasonable solution for now:

 

The following toggles your walk key between run and walk even while you are moving so you don't need to hold it down as a shift. You should UNinstall your current FM at the Dark Mod menu then insert the following line in your DoomConfig.cfg in the darkmod folder. You should replace (key) with a key you are not using, so eg, "z"...

 

bind "(key)" "toggle in_alwaysRun 0 1;"

 

In other words instead of holding a shift key down with the move key to walk or run instead you press this toggle key to switch and then just hold the move key to either run or walk depending what mode you are in.

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The problem is that you can't define momentary scripts anymore, which is a real shame. In Q3 and other older idTech-based games you just definied different scripts for the button-press and button-release. A run-key would be easily possible with that. You could even pull of things like adjusting crouchheight with the mousewheel, without messing up the other controls of course, like someone else suggested.

 

EDIT: I just had an idea how it could be done. The solution is not perfect though, since sometimes you have to press the key twice in order to run/walk and sometimes once is sufficient, but here is the script anyways:

set runmod1 "in_alwaysrun 1; bind w _forward; bind s vstr runmod0"
set runmod0 "in_alwaysrun 0; bind s _forward; bind w vstr runmod1"
bind w vstr runmod1
bind s vstr runmod0

Not sure what might cause this misbehaviour. As a workaround, if you have a programmable keyboard you could make w and s powerbuttons that are automatically pressed twice!! :D

Edited by STiFU
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It's possible to emulate such a behaviour in the SDK, I think. We redesigned the crouch handling in the past, so this should be feasible as well. Not that you can expect this anytime soon, but it's possible.

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here's what I did in Player::Think

 

usercmd.buttons &= ~buttonMask;

// myagi: run_forward hack
if (usercmd.buttons & BUTTON_6)
{
usercmd.buttons |= BUTTON_RUN;
usercmd.forwardmove = 127;
}

// angua: disable doom3 crouching

Edited by Myagi
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