dubiousintent Posted March 4, 2014 Share Posted March 4, 2014 If I add strategic bind to the end of DefaultInput.ini, it works as I am used to.Assuming this was directed to me, just trying to be sure I understand correctly: so when you added something new (that hadn't previously been there) to the DefaultInput.ini, the XComInput.ini got automatically updated? If so, good news. One less step required. -Dubious- Link to comment Share on other sites More sharing options...
Drakous79 Posted March 4, 2014 Share Posted March 4, 2014 Dubious, it was a reaction on:Hmm. I'm not seeing anything about DefaultInput.ini still being active... I added this code to the end of DefaultInput.ini: [Engine.PlayerInput] .Bindings=(Name="F12", Command="GiveResource Money -9999")and it was added to XComInput.ini. Also this change to DefaultInput.ini worked and got updated into XComInput.ini: .Bindings=(Name="F12", Command="ALT_F4_QUIT", Alt=True) ;.Bindings=(Name="F12", Command="F12_Key_Press | onrelease F12_Key_Release")---All I can say is, that [Engine.PlayerInput] section of DefaultInput.ini is still counted with and that I don't like the mess touch stuff done to player input overall :smile: (like key binds not properly saved/reloaded in options, input config in 2 files). Link to comment Share on other sites More sharing options...
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