ZNERB Posted December 9, 2009 Share Posted December 9, 2009 Hey guys, just an idea concerning how mods are binded to keys. This might be a good idea for HazardX to include in his next .NET ScriptHook for the latest patch (GTAIV Patch 5 1.0.0.4). How about including as part of the .NET ScriptHook some sort of 'controller' that manages which script is binded in to which key. Instead of the person creating the mod having to use the "BindKey" function, how about the ScriptHook come included with a INI file in which the user can choose which mod is binded in to which key. I thought this might be a good idea as many modders bind their mods to similar, sometimes same keys! If this is not integrated in to the next .NET ScriptHook, it can still be created as an external DLL that is loaded in to the game that passes BindKey functions on to the ScriptHook. When the ScriptHook or External DLL load each mod, it will either look in to the mod's script to find a string value containing the key it wants to bind to, or it will load an external INI file containing the users preferences of which key to bind a mod to. Hopefully someone understand this! Haha. I was thinking of developing an external DLL that works like this that is based either on the .NET ScriptHook, or the C++ ScriptHook - but I am not yet completely sure on how things work in terms of loading ASIs, etc. Still working on it. Link to comment https://gtaforums.com/topic/434933-idea-concerning-mod-key-bindings/ Share on other sites More sharing options...
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