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Old 03-25-10, 11:51 PM   #95
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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Quote:
Originally Posted by kylania View Post
One thing to consider is a new SH5 problem, "silent mod conflicts". For example the "c" key. Here it's used to toggle a dial, in Church's SH5 Keys it's used to crash dive.

Since the "c" key is mapped to a function via scripting, JSGME doesn't detect it as a conflict since the cfg\commands.cfg isn't changed. Therefore the average user won't think the mods conflict, when they in fact do.

Should maybe key bind type things be put in the TheDarkWraithUserOptions.py file as well? Are you able to declare a constant in that file and use that to map to the key in the scripts? That way we still have the single source of user customization and don't have to change code files.
if people would read the directions I provided you would see that everything is customizable - even the hotkeys used Yes, they are located in the TheDarkWraithUserOptions.py file. ANYTHING that can be customized or changed resides in that file.
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