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  1. #1
    MSgt. Shooter Person
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    Default [solved] defaultinput.ini changes don't have any affect as soon as I compile

    Hello community,

    when my UDK is installed freshly, I can change bindings in the defaultinput.ini and it works.

    But as soon as I create a custom gametype (derived from utgame), input.ini tweakings don't have any effect anymore.

    I dont have much experience in .ini tweaking or keybinding (no experience at all i assume), but I think in earlier versions
    of UDK it wasn't a problem.
    That's the reason I posted this thread here. (btw. it's my first post)

    Thanks in advance
    Last edited by uberman; 09-23-2011 at 01:31 AM.

  2. #2
    MSgt. Shooter Person
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    Default

    Could someone pls just tell me if it could be my fault or it IS a strange problem ?

    Or if you just don't know, please.

    any feedback appreciated

  3. #3
    Palace Guard

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    Jun 2007
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    Christchurch
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    Default

    It depends how you are modifying your DefaultInput.ini. There are difference between just modifying the command or using the "." prefix. Could you please paste your DefaultInput.ini so that I can see what you're doing?

    I haven't run into any issues myself.

  4. #4
    MSgt. Shooter Person
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    Default

    ;-----------------------------------------------------------------------------------------
    ; Game Keyboard/Mouse Bindings
    ;-----------------------------------------------------------------------------------------

    ; Secondary default bindings
    .Bindings=(Name="Up",Command="GBA_MoveForward")
    .Bindings=(Name="Down",Command="GBA_Backward")
    .Bindings=(Name="Left",Command="GBA_TurnLeft")
    .Bindings=(Name="Right",Command="GBA_TurnRight")
    .Bindings=(Name="LeftControl",Command="GBA_Jump")
    .Bindings=(Name="Enter",Command="GBA_Use")

    ; Primary default bindings
    .Bindings=(Name="F10",Command="ToggleInventory")
    .Bindings=(Name="SpaceBar",Command="GBA_Jump")
    .Bindings=(Name="W",Command="GBA_MoveForward")
    .Bindings=(Name="S",Command="GBA_Backward")
    .Bindings=(Name="A",Command="GBA_StrafeLeft")
    .Bindings=(Name="D",Command="GBA_StrafeRight")
    .Bindings=(Name="E",Command="GBA_Use")
    .Bindings=(Name="LeftMouseButton",Command="GBA_Fir e")
    .Bindings=(Name="RightMouseButton",Command="GBA_Al tFire")
    .Bindings=(Name="C",Command="GBA_Jump") ;the only thing I changed put _Jump instead of _Duck only for testing purpose

  5. #5
    Palace Guard

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    Default

    Ok, so a potential problem is that there is another config file also adding the binding to the C key. Check your UDKInput to see how many things are binding to "C". If multiple things are, that will probably cause problems depending on the "layering" of the commands. If that happens, you may want to use the "-" prefix to remove the previous config line.

    ConfigurationFiles

  6. #6
    MSgt. Shooter Person
    Join Date
    Sep 2011
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    Default

    Thank you for reply.

    I tried the "-" prefix already with no success.
    I've also tried to bind an action to an unbound key like "p" with no success.

    The thing is, before I run UCC Make, everything works fine, I can change and bind, unbind every key to what I want, but after compiling it's over.

  7. #7
    Palace Guard

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    Default

    Seems that your configuration files are being overrided by something else.

  8. #8
    MSgt. Shooter Person
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    Default

    Solved:


    /////////////////////////////////////////////////////////custom GameInfoClass///////////////////////////////////////////////////////////////////////////

    MyGame extends UTGame;


    defaultproperties
    {
    PlayerControllerClass=class'MyGame.MyPlayerControl ler'
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    /////////////////////////////////////////////////////////custom PlayerControllerClass////////////////////////////////////////////////////////////////////

    MyPlayerController extends UTPlayerController;


    defaultproperties
    {
    InputClass=class'MyGame.MyPlayerInput'
    }

    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    ////////////////////////////////////////////////////////custom PlayerInputClass//////////////////////////////////////////////////////////////////////////

    MyPlayerInput extends UDKPlayerInput within MyPlayerController; /* Putting UTPlayerInput instead of UDKPlayerInput will lead to my initial problem*/


    defaultproperties
    {
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    Last edited by uberman; 09-23-2011 at 12:46 PM.

  9. #9

    Default

    TANKS A LOT!!

    This mystery is now also solved for me!

    Good job and thx again!


 

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