Two Issues: portal ghosting and key binding
I have created a new (as far as I know) map type and everything in the map works; however, there are two outstanding issues with accessibility:
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I would like to be able to disable portal ghosting for one linkage_id. Using portal_draw_ghosting disables/enables ghosting for all portal sets. Does anyone know if there is a solution for this? If there isn't, I will completely disable ghosting (not ideal).
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The map type requires a key binding. My first thought was to use an existing key that isn't used in single player (such the taunt menu key, or ping key) but I cannot find a way to bind to the key that one of those actions is already bound to; I can return the key using 'key_findbinding' but I do not know how to take advantage of the returned value.
Is there a method of key binding that I can use that will not be destructive to the users current binding? If this is completely impossible, I will include a mini faq on key binding in the map's description - obviously not ideal.
I'm open to any solutions/alternatives. Thanks in advance.
I've played around with the game_ui solution but using an existing action doesn't work for what is required.
Thanks anywho.
Not sure if the bind toggle will work for bool convars, but you can attach the bind to an entity that toggles it. Just enter it in a client command OnMapSpawn.
reepblue wrote:
Not sure if the bind toggle will work for bool convars, but you can attach the bind to an entity that toggles it. Just enter it in a client command OnMapSpawn.
The problem isn't being able to bind, it's knowing where to bind: I don't want to be re-binding anything that they (the user) already have bound. And binding ghosting doesn't help at all: the porblem isn't being able to turn ghosting on, it's that it affects all portal linkage_ids.