Binds

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Le client DDNet dispose d'une multitude de commandes et paramètres qui peuvent être bind à presque n'importe quelle touche ou bouton de la souris. Vous pouvez saisir des commandes dans la console, à laquelle on accède par défaut en appuyant sur F1.

Syntaxe

Binds simples

bind [clef] [commande/paramètre] [valeur]

Voici la syntaxe pour les binds simple.

  • [clef] est la touche sur votre clavier/souris à laquelle vous voulez associer votre commande.
  • [commande/paramètre] : une liste complète des commandes et paramètres possibles peut être trouvée ici.
  • [valeur] est la variable sur laquelle vous souhaitez définir votre paramètre ou un argument pour une commande. Toutes les commandes ne nécessitent pas d'arguments.

Vous pouvez retrouver des codes clés ici, ou simplement taper temporairement la clé dans l'un des contrôles de la page Paramètres > Contrôles dans le client DDNet et le nom de la clé s'affichera. Vous pouvez également associer des touches modifiées avec des bind.

bind ctrl+[clef] [commande/paramètre] [valeur]

Vous pouvez utiliser ctrl, alt, shift, et gui. Gui est utilisé pour se référer à la touche windows sur Windows, la touche commande sur macOS/osx, et super/meta sur linux.

Binds multiples

Vous pouvez également enchaîner des commandes/paramètres en les séparant par un point-virgule et en les plaçant entre guillemets. Vous pouvez ajouter autant de commandes que vous le souhaitez à votre chaîne.

bind [clef] "[commande/paramètre] [valeur]; [commande/paramètre] [valeur]"

Lorsque vous enchaînez des commandes de cette manière, toutes les commandes/paramètres sont exécutés par le jeu exactement au même moment, ce qui signifie qu'ils ne s'exécuteront pas séquentiellement dans l'ordre dans lequel vous les avez écrits. Il n'y a pas de commande de type "sleep" ou "delay" pour espacer les choses comme vous le souhaitez. La meilleure façon de faire en sorte que les choses se déroulent dans une séquence ordonnée est de lier une touche différente pour chaque étape de la séquence, ou d'utiliser des fichiers de configuration pour appuyer plusieurs fois sur une même touche afin de lire plusieurs fichiers de façon séquentielle.

Binds imbriqués

Vous pouvez imbriquer plusieurs chaînes de caractères entre guillemets sur une même ligne en séparant chaque nouvelle série de guillemets par des backslash.

bind [clef] "bind [clef] \"[commande/paramètre] [valeur]; bind [clef] \\\"[commande/paramètre] [valeur] \\\"\""

Au fur et à mesure que les commandes entre guillemets deviennent plus imbriquées, vous devez également des backslash. Chaque nouvelle couche retirera les backslash à nouveau, vous devez doubler la quantité de backslash par couche. Le nombre maximum de couches que vous pouvez utiliser est de 5 avant que la console ne retourne une erreur. Ceci est dû au fait que la console a une limite maximale de caractères de 255. La quantité de backslash pour 6 couches est de 240 (1*2 + 3*2 + 7*2 + 15*2 + 31*2 + 63*2), ce qui vous laisse seulement 15 caractères.

1 = 1   \
2 = 3   \\\
3 = 7   \\\\\\\
4 = 15  \\\\\\\\\\\\\\\
5 = 31  \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Si cela vous semble compliqué, essayez de créer un nouveau retour à la ligne indenté pour chaque commande entre guillemets afin d'obtenir une idée visuelle plus claire de ce qui se passe.

bind [clef] 
 "bind [clef] 
  \"[commande/paramètre] [valeur]; bind [clef]
   \\\"[commande/paramètre] [valeur]; bind [clef] 
    \\\\\\\"[commande/paramètre] [valeur]
    \\\\\\\"
   \\\"
  \"
 "

Note : Vous ne pouvez pas lancer un fichier de configuration formatté comme dans l'exemple ci dessus. Il ne fonctionnerait pas, et permet juste d'avoir une idée visuelle de comment un bind imbriqué est construit.

==Commandes et paramètres utiles

Toggles

Les toggles permettent d'alterner entre deux valeurs pour une seule touche. Il existe deux types de toggle.

  • 'toggle est utilisé pour qu'à chaque fois que vous appuyez sur une touche, elle change entre l'une des deux valeurs paramétrées.
  • '+toggle est utilisé pour que la première valeur soit définie uniquement lorsque la touche est enfoncée, et que la seconde valeur soit définie lorsque la touche est relâchée.
bind [clef] toggle [paramètre] [valeur1] [valeur2]
bind [clef] +toggle [paramètre] [valeur1] [valeur2]

Les toggles fonctionnent uniquement pour les paramètres du client. On ne peut pas les utiliser pour des commandes liés au client ou au chat.

Say

Say est une commande client importante pour le binding. Elle vous permet d'incorporer des commandes de chat dans un bind et d'envoyer simplement du texte au chat.

bind [clef] say /[commande dans le chat]
bind [clef] say [message dans le chat]

Couleurs

Certaines commandes client permettent de définir des couleurs.

  • player_color_body (couleur du joueur)
  • player_color_feet (couleur des pieds)
  • cl_message_client_color (couleur des messages du client)

Sont quelques exemples.

sont quelques exemples.

Pour obtenir les valeurs de couleur que vous désirez, allez dans Settings > Tee, et utilisez les curseurs pour trouver votre couleur. Allez dans la console et tapez la commande de la couleur que vous essayez de définir, seule, sans valeur. Le nombre qui vient après « "Valeur": est le nombre pertinent.

File:Colors.png

player_color_body 5635840 or, if you prefer to use the hexadecimal value:

player_color_body $00FF00

It will also accept a few color values by name. red, yellow, green, cyan, blue, magenta, white, gray, black all work.

Emotes

The emote command can be used to display emotes without using the emote wheel. Each emote is represented by a different number.

emote 0 oop
emote 1 exclamation
emote 2 hearts
emote 3 drop
emote 4 dotdot
emote 5 music
emote 6 sorry
emote 7 ghost
emote 8 sushi
emote 9 splattee
emote 10 deviltee
emote 11 zomg
emote 12 zzz
emote 13 wtf
emote 14 eyes
emote 15 question

For example:

bind h emote 14

Other

binds [key] You can use this command to print what's bound to a single key. Use it without a key at the end to get a full list of all your current binds.

unbind [key]

Will unbind whatever key you specify.

Using Config Files

Syntax

For more complicated binds, you can make text files containing settings/commands that get executed via a key press.

settings.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]; [command/setting] [value]
[command/setting] [value]; [command/setting] [value]

bind [key] [command/setting] [value]
bind [key] exec [file.cfg]

Settings/commands can be chained together via a semicolon or by just using a new line. You can put as many commands/settings/binds as you want in these files.

Note: You don't need to use .cfg as the extension. You can actually use any file extension you want. .cfg just seems to be the standard.

Path/Exec

In order to execute these files, you need to put them in correct directory and execute them with the exec command. The correct path depends on your operating system. To find the right path for your operating system, see Where is the DDNet config, config directory or save directory?

Once the files are in the correct path, you can execute them in the game console with the exec command.

exec [file.cfg]

or

bind [key] exec [file.cfg]

You can use sub-directories within the 'DDNet' or 'Teeworlds' directory to organize files. Just include the path when you execute the file.

bind [key] exec [path/to/file.cfg]

Improved toggle with config files

The most common reason to use config files is to create a single-key toggle to alternate between two files.

file1.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]

bind [key] exec file2.cfg

file2.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]

bind [key] exec file1.cfg

In this case, [key] would be the same key in both files. This way each time you press the key, it will switch to the other file. Once you have both of these files in the correct path, you can exec either one just once and they will be bound forever until you unbind them.

bind [key] exec file1.cfg

You can use this method to cycle between any amount of files.

Customization

Echo

As a more clear way to show which file you're activating when you press a bind, you can use the echo command to display which one is active.

[command/setting] [value]
[command/setting] [value]

echo setting ON

bind [key] exec file1.cfg

To take this a step further, there is a command to change the color of the echo messages.

[command/setting] [value]
[command/setting] [value]

cl_message_client_color red
echo setting OFF

bind [key] exec file1.cfg

Having different colors for "on" and "off" binds makes it a bit easier to notice which setting you've activated. If you want to get more creative with colors, see colors.

Comments

You can put comments in your bind files too.

# These lines change some settings

[command/setting] [value]
[command/setting] [value]

# This next line rebinds the key
bind [key] exec file1.cfg

Examples

Hook line always on

The command cl_show_hook_coll_own, sets whether you will see your own hook collision line or not when you hold your +showhookcoll bind (defaulted to S). When set to 2, your hook collision line will always show only to you. Others players won't see it.

hook_line_on.cfg

cl_show_hook_coll_own 2

cl_message_client_color green
echo Hook Line ON

bind x exec hook_line_off.cfg

hook_line_off.cfg

cl_show_hook_coll_own 1

cl_message_client_color red
echo Hook Line OFF

bind x exec hook_line_on.cfg

Put both of these in the correct path, and in console:

bind x exec hook_line_on.cfg

Everyone's hooklines

The command cl_show_hook_coll_other allows you to see other tee's hooklines, which can be useful when they are out of your view. You can add this to the basic hookline bind to "upgrade" it:

cl_show_hook_coll_other

bind x "+showhookcoll; +toggle cl_show_hook_coll_other 2 1"

Deepfly

The deepfly bind is a way to make your dummy hammer/fire toward you whenever you fire with your main tee. If your dummy is deep frozen, they can hammer back at you when you hammer them with this bind on. You can use this to fly with your dummy, but it takes practice. If your dummy is not deep frozen, you can just use this as a alternative version of the regular Dummy Hammerfly bind included in the games settings, where you can fire your pistol each time you want to be hammered. It offers better control since you can control the timing of your dummy's hammers.


Note: If the mapper has set sv_deepfly 0 on their map, you will not be able to deepfly with a deep frozen tee, since it can sometimes enable players to do parts in ways that the mapper did not intend. The deepfly bind will still work normally with frozen or unfrozen tees. As a player, this is not a setting you can adjust.

The command cl_dummy_hammer 1 is what is used for the regular Dummy Hammerfly bind in the games control options. By using a toggle, you can make your dummy hammer you only when you fire, and can make an on/off switch with config files.

Using 2 Config Files

deepfly_on.cfg

bind mouse1 "+fire; +toggle cl_dummy_hammer 1 0"

cl_message_client_color green
echo Deep Fly ON

bind x exec deepfly_off.cfg

deepfly_off.cfg

bind mouse1 +fire
cl_dummy_hammer 0

cl_message_client_color red
echo Deep Fly OFF

bind x exec deepfly_on.cfg

Put both of these in the correct path, and in console:

bind x exec deepfly_on.cfg

Using 1 Config File

You can accomplish the same thing as above using only 1 config file.

bind x "bind mouse1 \"+fire; +toggle cl_dummy_hammer 1 0\";cl_message_client_color green; echo Deep Fly ON; bind x \"bind mouse1 +fire; cl_dummy_hammer 0; cl_message_client_color red; echo Deep Fly OFF; exec deepfly.cfg\"" Put this file in the correct path, and in console:

bind x exec deepfly.cfg

Note 1: This assumes mouse1 is your +fire bind.

Note 2: If you turn deep fly off while you're holding your +fire bind, your dummy will get stuck in a hammering rhythm since cl_dummy_hammer is set to 1 still. The cl_dummy_hammer 0 line in deepfly_off.cfg fixes this.

Weapon Swapping

If your dummy isn't holding hammer when you turn the bind on, they will switch back and forth between pistol and hammer. If you want to fix this:

cl_dummy_restore_weapon 0

Now if they're holding pistol when you start using the bind, they will switch to hammer and stay there after 1 pistol shot. There are however some benefits of having this setting set to 1.

cl_dummy_restore_weapon 1

This will allow you to laser yourself with your dummy with perfect aim. It can also be useful with shotgun.

To manage dealing with both of these settings, you can either create a toggle, use config files, or have this setting attached to your weapon binds.

bind [key] "+weapon1; cl_dummy_restore_weapon 0"

bind [key] "+weapon5; cl_dummy_restore_weapon 1" This of course only works if you have dedicated weapon binds as opposed to +nextweapon and +prevweapon which is by default bound to mousewheelup and mousewheeldown.

45° Aiming

This bind allows you to only aim in 45° angles when holding down the key. This is useful for shooting rockets straight up for double rockets and a few other scenarios.

bind x "+toggle cl_mouse_max_distance 2 400; +toggle inp_mousesens 1 200; +showhookcoll"

Keep in mind that if you have changed cl_mouse_max_distance or inp_mousesens from the default, using the example above will reset those settings to default. Before you just enter the binds, check your settings for both first by typing cl_mouse_max_distance and inp_mousesens into the console.

bind x "+toggle cl_mouse_max_distance 2 [Your Value]; +toggle inp_mousesens 1 [Your Value]; +showhookcoll"

Note: the +showhookcoll line is optional. It's just helpful to see which way you're aiming since your tee's eyes don't follow the 45° constraints, and by nature of how this bind works, your crosshair won't show direction either.

Rainbow Tee

You will sometimes see players rapidly changing color as they play. To do this you just have to bind a player_color_body change to each of your regular movement inputs.

bind a "+left; player_color_body red"

You can do this for several common inputs and get a variety of to cycle through.

rainbow_tee.cfg

bind a "+left; player_color_body red"
bind d "+right; player_color_body yellow"
bind space "+jump; player_color_body green"
bind mouse1 "+fire; player_color_body blue"
bind mouse2 "+hook; player_color_body cyan"

Here's an example of what a rainbow tee file looks like. You could save that in the correct path and execute it once.

exec rainbow_tee.cfg

Or if you want a key to toggle it on and off:

rainbow_tee_on.cfg

bind a "+left; player_color_body red"
bind d "+right; player_color_body yellow"
bind space "+jump; player_color_body green"
bind mouse1 "+fire; player_color_body blue"
bind mouse2 "+hook; player_color_body cyan"

bind x exec rainbow_tee_off.cfg

rainbow_tee_off.cfg

bind a +left
bind d +right
bind space +jump
bind mouse1 +fire
bind mouse2 +hook

bind x exec rainbow_tee_on.cfg

Put both of these in the correct path, and in console:

bind x exec rainbow_tee_on.cfg

You can of course get more creative with colors and use player_color_feet too. To learn more about how colors work, see colors

Note: This assumes you have default binds for left, right, jump, fire, and hook. There is also a delay between color changes, so changes don't happen the instant you press a key.

See also