Difference between revisions of "WkRemapKeys"

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(Update to version 1.2.0.0)
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{{lowercase title}}{{ParentArticle|[[WormKit]]}}
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{{lowercase title}}
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{{ParentArticle|[[WormKit]]}}
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{{languages|en|wkRemapKeys|ru|wkRemapKeys/ru}}
 
{{Software_infobox
 
{{Software_infobox
 
| name = wkRemapKeys
 
| name = wkRemapKeys
 
| developer = [[People/Kawoosh|Kawoosh]], [[People/StepS|StepS]]
 
| developer = [[People/Kawoosh|Kawoosh]], [[People/StepS|StepS]]
| version = 1.2.0.0 / 7 December 2014
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| version = 1.2.1 / 2 July 2020
 
| games = [[Worms Armageddon|W:A]]
 
| games = [[Worms Armageddon|W:A]]
| waver = 3.7.0.0, 3.7.2.1
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| waver = 3.7+
| waeditions = {{WA editions|cd|steam}}
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| waeditions = {{WA editions|cd|steam|gog}}
 
| language = C++
 
| language = C++
 
| license = Closed source
 
| license = Closed source
| download = [http://worms2d.info/files/wkRemapKeys_1.2.zip RemapKeys 1.2 (56 kB)]
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| download = [https://worms2d.info/files/wkRemapKeys_1.2.1.zip RemapKeys 1.2.1 (64 kB)]
 
}}
 
}}
  
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Space = Space, X, C</code>
 
Space = Space, X, C</code>
  
In this example, we bind Space to X and C keys while also letting the original spacebar work. If you don't want to keep the original key then simply don't include it in the mapping list.
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In this example, we bind Space to X and C keys while also letting the original spacebar work. If you don't want to keep the original key then simply don't include it in the mapping list (e.g., "F1 = Q" permanently changes F1 to Q, and only Q can now perform the function of F1).
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If you remap to keys that already perform some action by default (such as F-keys or grenade bounciness keys), you have to keep in mind that the original actions will take priority whenever the game expects them to be used, unless they are disabled or remapped to other keys. For example, if you remap Space to the + key, it will act as Space in all cases except when a grenade is selected: then it'll use its primary function of setting the bounciness to MAX. If that's not what you want, remap or disable the + key. To disable a key completely, map it to "null".
  
 
You can also use key codes instead of key names: in this case, insert # followed by the code. For example, insert #32 (decimal) or #0x20 (hexadecimal) for the Space key.
 
You can also use key codes instead of key names: in this case, insert # followed by the code. For example, insert #32 (decimal) or #0x20 (hexadecimal) for the Space key.

Latest revision as of 14:47, 26 December 2020

(Up to WormKit)
In other languages: English (en) • русский (ru) • +/-
wkRemapKeys
Developer: Kawoosh, StepS
Latest version: 1.2.1 / 2 July 2020
Supported games: W:A
Supported W:A version: 3.7+
Supported W:A editions: This item is compatible with the CD edition of W:A.  This item is compatible with the Steam edition of W:A.This item is compatible with the GOG edition of W:A.
Language: C++
License: Closed source
Download: RemapKeys 1.2.1 (64 kB)

This WormKit module allows you to change bindings of any keys on the keyboard. It works only during the game and doesn't affect chatting (completely as of 1.2.0.0).

How to use it

First of all, you need to have the "Load WormKit modules" option from Advanced settings enabled. Unpack the files into your W:A folder.

An example is written in the ini file:

[RemapKeys]
Space = Space, X, C

In this example, we bind Space to X and C keys while also letting the original spacebar work. If you don't want to keep the original key then simply don't include it in the mapping list (e.g., "F1 = Q" permanently changes F1 to Q, and only Q can now perform the function of F1).

If you remap to keys that already perform some action by default (such as F-keys or grenade bounciness keys), you have to keep in mind that the original actions will take priority whenever the game expects them to be used, unless they are disabled or remapped to other keys. For example, if you remap Space to the + key, it will act as Space in all cases except when a grenade is selected: then it'll use its primary function of setting the bounciness to MAX. If that's not what you want, remap or disable the + key. To disable a key completely, map it to "null".

You can also use key codes instead of key names: in this case, insert # followed by the code. For example, insert #32 (decimal) or #0x20 (hexadecimal) for the Space key.

Symbolic key names are not case-sensitive. See the table below to know about possible names and codes.

Key names and codes

  1. Numbers on the numpad are only available when Num Lock is toggled on.
  2. This keycode probably doesn't work (or do anything) on Windows systems.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 This description is valid for standard US QWERTY keyboards; it may be different on nationalized latinic keyboards.
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