Post by MSG on May 17, 2019 16:56:54 GMT -5
A bind will bind a command to a keyboard key. If you haven't already, you may want to read the Macro Basics thread - as I talk about commands there, so not going to repeat it here.
A bind works the same way as a macro - except that you start with /bind and designate a keyboard key instead of the macro's button text. Binds are nice because they don't take up any room in your power tray. The downside is, unless you keep a list of your binds, you have to remember what key you've bound to what command. You can also create a "common" bind file - a file that has binds that will be common across all characters you make. This is handy when making a new character - as then all you have to do is load in that "common" bind file. With macros, you would have to create each macro all over again.
So, let's get into a few examples. NOTE: You must have the power for it to work - otherwise the keybind will do nothing.
Binding F to Fly:
/bind F powexec_name Fly
Pressing the F key will now toggle on Fly. Pressing F again will turn it off.
Binding J to Super Jump:
/bind J powexec_name Super Jump
Take note that you do NOT replace the space in Super Jump with an underscore. Power names are EXACTLY as you see them in your powers list. When J is pressed, it'll turn on Super Jump. Pressing J again will turn it off.
Changing Costumes (I like to use the number pad for these):
/bind numpad1 cc 0
A note about costumes - they are what's called "zero indexed". This means that costume numbers begin at 0, not 1. So costume 1 is 0, costume 2 is 1, costume 3 is 2, etc. So, to change into your third costume (on numpad3), you'd have:
/bind numpad3 cc 2
Just take your costume number (as you normally count, starting at 1) and subtract 1 from that number to get the cc number. So, costume 7 is cc 6.
Changing Costume - with Emotes:
/bind numpad3 cce 2 CCLightning
A couple of things here. First, note that you need a cce here instead of just cc. Secondly, if you're in game, click Menu then Costumes. At the bottom, there's a dropdown list of emotes. Simply add a CC to the front of that name to get that emote to run. So, if the list had Smoke, you'd substitute CCSmoke in your bind.
IMPORTANT: I do NOT know if the emote names are case-sensitive or not. If they are, make sure you are matching capital letters with what I have as well as any capital letters within the emote name. Example: if the emote name was SmokeBomb, and ccsmokebomb does not work, make sure you bind it as CCSmokeBomb.
That about does it for binding basics. Please note that you CANNOT do a /bind A and a /bind a. Even though 1 is uppercase and the other is lowercase, the game sees it as the same key - so the 2nd one, in this case, would overwrite the first one.
NOTE: If you want to "unbind" a key:
/bind R "nop"
The autorun power is, by default, bound to the R key. If you don't like autorun, and don't need to bind the R key to a particular power/ability right now, use the "nop" (you MUST include the quotation marks) command. "nop" = "no power" = key unbind.
Saving and Loading a custom Bind File:
Once you've got all of your binds done, you can then save those binds to a file:
/bind_save_file <filename>
This will save the binds for the current character to <filename>. If you make a "common" bind file that will be used for all characters, I'd recommend:
/bind_save_file common.txt
The file extension isn't necessary, but the bind file saves as a text file - so giving it the TXT file extension will let your computer know that it's just a text file and will know what program to use to open it.
Loading is just as easy:
/bind_load_file <filename>
Again, if we use our "common" bind file:
/bind_load_file common.txt
If you've got a lot of binds for a character, you can save those too! One thing I did before was use the character's name (minus punctuation and replacing those and spaces with underscores) as the filename to save, such as:
/bind_save_file Anil_Areflef.txt (this would be for Anil'Areflef - punctuation replaced with underscore)
/bind_save_file Ms_MindStorm.txt (for Ms. MindStorm)
/bind_save_file Lady_Dark_Death.txt (for Lady Dark Death)
etc.
This is handy if you decide you may want to delete and remake a character. Note that any binds that call on powers will NOT work until you get that power back. HOWEVER, the bind will be there, so when you get (for example) Super Jump back, the bind will be there right from Level 1 - but won't work until you get Super Jump. Once you've got the power back, your keybind will work again - no need to re-bind it!
Feel free to try this with a Level 1 character. If, for example, you know you're going to take Fly, you can do this right at Level 1:
/bind F powexec_name Fly
and it won't do anything right now. But, once you get Fly, the F key will now toggle it on and off without needing to re-bind the key. The game knows that F is for Fly, but it knows it can't do anything until it sees you have Fly - at which point the bind will now work for you. Binding a power to a key before you have that power just makes it so it doesn't do anything until you have that power ... it does NOT remove the bind for a power you don't have.
A bind works the same way as a macro - except that you start with /bind and designate a keyboard key instead of the macro's button text. Binds are nice because they don't take up any room in your power tray. The downside is, unless you keep a list of your binds, you have to remember what key you've bound to what command. You can also create a "common" bind file - a file that has binds that will be common across all characters you make. This is handy when making a new character - as then all you have to do is load in that "common" bind file. With macros, you would have to create each macro all over again.
So, let's get into a few examples. NOTE: You must have the power for it to work - otherwise the keybind will do nothing.
Binding F to Fly:
/bind F powexec_name Fly
Pressing the F key will now toggle on Fly. Pressing F again will turn it off.
Binding J to Super Jump:
/bind J powexec_name Super Jump
Take note that you do NOT replace the space in Super Jump with an underscore. Power names are EXACTLY as you see them in your powers list. When J is pressed, it'll turn on Super Jump. Pressing J again will turn it off.
Changing Costumes (I like to use the number pad for these):
/bind numpad1 cc 0
A note about costumes - they are what's called "zero indexed". This means that costume numbers begin at 0, not 1. So costume 1 is 0, costume 2 is 1, costume 3 is 2, etc. So, to change into your third costume (on numpad3), you'd have:
/bind numpad3 cc 2
Just take your costume number (as you normally count, starting at 1) and subtract 1 from that number to get the cc number. So, costume 7 is cc 6.
Changing Costume - with Emotes:
/bind numpad3 cce 2 CCLightning
A couple of things here. First, note that you need a cce here instead of just cc. Secondly, if you're in game, click Menu then Costumes. At the bottom, there's a dropdown list of emotes. Simply add a CC to the front of that name to get that emote to run. So, if the list had Smoke, you'd substitute CCSmoke in your bind.
IMPORTANT: I do NOT know if the emote names are case-sensitive or not. If they are, make sure you are matching capital letters with what I have as well as any capital letters within the emote name. Example: if the emote name was SmokeBomb, and ccsmokebomb does not work, make sure you bind it as CCSmokeBomb.
That about does it for binding basics. Please note that you CANNOT do a /bind A and a /bind a. Even though 1 is uppercase and the other is lowercase, the game sees it as the same key - so the 2nd one, in this case, would overwrite the first one.
NOTE: If you want to "unbind" a key:
/bind R "nop"
The autorun power is, by default, bound to the R key. If you don't like autorun, and don't need to bind the R key to a particular power/ability right now, use the "nop" (you MUST include the quotation marks) command. "nop" = "no power" = key unbind.
Saving and Loading a custom Bind File:
Once you've got all of your binds done, you can then save those binds to a file:
/bind_save_file <filename>
This will save the binds for the current character to <filename>. If you make a "common" bind file that will be used for all characters, I'd recommend:
/bind_save_file common.txt
The file extension isn't necessary, but the bind file saves as a text file - so giving it the TXT file extension will let your computer know that it's just a text file and will know what program to use to open it.
Loading is just as easy:
/bind_load_file <filename>
Again, if we use our "common" bind file:
/bind_load_file common.txt
If you've got a lot of binds for a character, you can save those too! One thing I did before was use the character's name (minus punctuation and replacing those and spaces with underscores) as the filename to save, such as:
/bind_save_file Anil_Areflef.txt (this would be for Anil'Areflef - punctuation replaced with underscore)
/bind_save_file Ms_MindStorm.txt (for Ms. MindStorm)
/bind_save_file Lady_Dark_Death.txt (for Lady Dark Death)
etc.
This is handy if you decide you may want to delete and remake a character. Note that any binds that call on powers will NOT work until you get that power back. HOWEVER, the bind will be there, so when you get (for example) Super Jump back, the bind will be there right from Level 1 - but won't work until you get Super Jump. Once you've got the power back, your keybind will work again - no need to re-bind it!
Feel free to try this with a Level 1 character. If, for example, you know you're going to take Fly, you can do this right at Level 1:
/bind F powexec_name Fly
and it won't do anything right now. But, once you get Fly, the F key will now toggle it on and off without needing to re-bind the key. The game knows that F is for Fly, but it knows it can't do anything until it sees you have Fly - at which point the bind will now work for you. Binding a power to a key before you have that power just makes it so it doesn't do anything until you have that power ... it does NOT remove the bind for a power you don't have.