Crossfire Archive
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Re: CF: extra keybindings, vs status quo
- To: (Scott Wedel)
- Subject: Re: CF: extra keybindings, vs status quo
- From: Philip Brown <>
- Date: Wed, 5 Nov 1997 22:10:09 -0800 (PST)
- Cc: crossfire (at) ifi.uio.no
- In-Reply-To: <> from "Scott Wedel" at Nov 5, 97 08:00:31 pm
- Sender:
>>>>[From Scott Wedel]
I am unsure of the issue. a-z, A-Z and CTL-A to CTL-Z are all
perfectly reasonably single chars. I strongly suggest that
you allow mapping of keystrokes to commands as an user option.
I actually mapped shift and control both to missile fire since
I kept mixing them up and would sometimes run towards monsters
I had to stay away from and shoot, and sometimes stand there
shooting where I wanted to run.
Hmm. Okay, that's a fairly reasonable rational to having the
run/fire keys user-definable.
And unmodified keys in the java client are already user-definable.
So, to simplify code (and slightly improve speed, even)
how about keeping it at only that?
user gets to define run/fire keys
user gets to bind unmodified keys to whatever they like
user does NOT get to define things like
"d is disarm" "shift/control-d is drop"
Does the game really need a plethora of bindable key combinations?
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