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How to bind a key to add an enemy

by Anteater on 02/13/2007 14:47, 7 messages, last message: 02/13/2007 19:50, 922 views, last view: 04/28/2024 17:49

Hi. Is there any way to bind a key so that when it's pressed, you'll add a certain type of enemy while in edit mode? E.G. Pressing the Q button will add a rhino. Going theu the menu can get tedious after a while.

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#1: ..

by Drakas on 02/13/2007 15:05

read in the editing manual?

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#2: yea there is a way

by rcdraco away on 02/13/2007 16:10

/newent rhino

That should work.

To bind it type

/bind /newentrhino q

I believe that works as well.

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#3: Re: yea there is a way

by rcdraco away on 02/13/2007 16:11, refers to #2

/bind /newent rhino q

That's the correct one.

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#4: /bind and /editbind

by osbios_TheLostCookie439 on 02/13/2007 16:12

You creat a monster like this:
/newent monster ogre

you can also bind this command on a key:

/bind n "newent monster ogre"

Now the key "n" triger the command to creat a monster.

If you want to use one key with different commands in the editmode and the normal mode then you can also use /editbind instead of /bind.

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#5: Re: /bind and /editbind

by rcdraco away on 02/13/2007 16:17, refers to #4

I saw in wiki

/bind /newent monster 1 q

Binds the creation of a Rhino to the q key

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#6: Re: /bind and /editbind

by Drakas on 02/13/2007 19:36, refers to #5

wrong.

/bind "key" "command"
/editbind "key" "command"

>>

/editbind "q" "newent monster 1"

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#7: Re: /bind and /editbind

by MeatROme on 02/13/2007 19:50, refers to #6

Yay!
Drakas knows what he's talking about,
dunno why people give "help" when they don't.
BTW : editbinding Q will force you to use middle-mouse-click to push corners! Beware of overriding default keybinds!

If you'd like some help with quick-key access to stuff like monsters (and a lot of other editing stuff) I wrote a script-pack leveraging the power of the GUI menus.
Check it out:
http://www.quadropolis.us/node/435

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