Input.Ini, Y U NO TAKE EDITS?

Discussion in 'Monday Night Combat PC Discussion' started by killien, March 24, 2011.

  1. killien

    killien Active Member

    Messages:
    979
    Likes Received:
    4
    Simple idea. 4 movement keys, 4 upgrade/turret keys(aka same commands), can't use them at the same time, why not merge them?
    HA! Not possible apparently

    Edit HostileInput.Ini, won't take, resets to what was set ingame
    Edit ingame through console -> SetBind Y MoveForward|UIBuyMenuItem2 (used to be able to work as long as the spaces were left out)
    Edit DefaultInput.Ini with keyset. Nope! Resets.
    Edit DefaultInput.Ini and delete HostileInput.Ini, still resets even though the game should have to rebuild off of DefaultInput.ini


    Ok, it seems that extra bindings of UIBuyMenuItem# get ignored or something
    Use console to bind Y to MoveForward and it works.
    Use console to bind H to UIBuyMenuItem4 and it doesn't work, it shows up in the HostileInput.Ini, but it won't work
  2. zarakon

    zarakon Active Member

    Messages:
    1,581
    Likes Received:
    0
  3. RayHanley

    RayHanley New Member

    Messages:
    463
    Likes Received:
    0
    i'm not tech savvy enough to understand zarakon's link so i'll just respond to OP. having the movement keys and skill/turret buying keys as seperate has surprised me the first time i played. this is certainly a "why-not" thing to implement.
  4. killien

    killien Active Member

    Messages:
    979
    Likes Received:
    4
    Yea, would be nice if they were combined
  5. Vleessjuu

    Vleessjuu New Member

    Messages:
    232
    Likes Received:
    0
    Did you try to make the files read-only?
  6. 754

    754 New Member

    Messages:
    2
    Likes Received:
    0
    yea, apparently you can't bind those buy-keys to anything,
    kinda figured since they're not binded to 1,2,3 and 4 in the first place...
    as far as i can see atleast.

    the command BuyMenuItem is bound to UIBuyMenuItem, which in itself is kinda weird...

    anyway, if you want your binds to stay, the trick is:
    1.) go ingame and bind the key you want to something you dont use
    2.) open defaultinput.ini (in steamapps->common->mnc) and add your new bind to the key you just freed
    3.) try it ingame

    as far as i can tell, the game makes backups in C: -> my documents -> my games -> UnrealEngine3 -> HostileGame -> config -> hostileinput.ini

    touching those doesnt really do much tho...
    it does backup your new special binds in there when you run the game again though o_O..

    I tried to make a key that would function as a forward key and a buymenuitem2 key, but it has proved itself to be quite difficult! > : (

    if you wanna mess with it, try.. something similar to this:

    .Bindings=(Name="W",Command="MoveForward| DpadUp true | OnRelease DPadUp false")

    unfortunately the above mentioned didn't work :/ but maybe with a little bit of tweaking? *shrugs*

    you could also mess with the InputAliases... might have some weird results with those though.. I sure did o_O...

    +InputAliases=(AliasName="UIBuyMenuItem2",PlatformInputKeys[0]=(InputKeyData=(InputKeyName="W"),ButtonFontMarkupString="<Strings:HGameUI.GameMappedStrings.GMS_W>"),PlatformInputKeys[1]=(InputKeyData=(InputKeyName="W"),ButtonFontMarkupString="<Strings:HGameUI.GameMappedStrings.GMS_W>"))

    maybe a combination of both would do the trick?
    *shrugs* o:

    most likely it's impossible, but that doesn't mean you can't try (=
  7. killien

    killien Active Member

    Messages:
    979
    Likes Received:
    4
    Yep, absolutely no effect.
    It's almost as if the HostileInput.ini is just to show what keys you have set and they're stored somewhere else
    They can be remapped and do show the "new" mappings when out of game, but for some reason they can't be duplicated to multiple keys(I remapped them to ASXZ and they do indeed show in the ini under those keys instead of 1234)
    Tried both BuyMenuItem and UIBuyMenuItem, neither cooperated

    Yep, did the "blank out intended key" bit and DefaultInput, had to do those for UT3 and Section8

Share This Page