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General Barron

Handsignals Command System Released!

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--------------------UPDATED TO V1.1--------------------

Download link: http://rapidshare.de/files/25118969/GENB_hs_core_v1_1.zip.html

I'm afraid I haven't had time to implement anywhere near all the changes I had planned, but I'm not sure if I will continue OFP development any more, so I'm releasing what I've got so far. This version is backwards-compatible with missions made using v1.0. The readme:

Quote[/b] ] ----------===== HANDSIGNALS COMMAND SYSTEM =====----------

By General Barron

aw_barron@hotmail.com

V1.1 5 July 2006

Here is a small update to my little modification. Unfortunately, it is nowhere near as large as I had wanted it to be. I've been overwhelmed by the feedback I've recieved from my original release, and had planned on a much larger update. Real life, as always, has gotten in the way, and now I'm not sure if I will be able to continue working on the mod; at least not until after ArmA is released.

This small update enhances the interface for the mod, making it much easier to control. I now HIGHLY, HIGHLY, HIGHLY recommend that you use kegetys' fwatch when playing with the mod. It is still optional, but it is now even more handy. Get it here:

http://ofp.gamepark.cz/index.php?showthis=8361

All of these changes are backwards-compatable with missions made using v1.0 of the mod. That is, there is no need to update missions; simply replace your old genb_hs_core.pbo with this new one.

---------------------CHANGES FROM V1.0---------------------------

-Added customizable Fwatch keyboard shortcuts

You can now 'bind' nearly any key on the keyboard to most orders, and more. For example, you can set it to open the orders dialog when you press the 'tab' key; or to order a squad rally when you press the 'P' key. See the "GENB_hs_controls.cfg" file for more details. This file must be in your "fwatch\mdb" folder. If it is not there, a default keyboard configuration will be used.

-Orders are now "queued"

You no longer have to wait before selecting another order. Orders will instead be added to a "queue", and issued in succession (one after another for each order selected).

-Orders menu stays at current menu after issuing orders

For example, select "radio", then select "watch". The orders menu will stay in the "radio" menu so you can issue more orders, until you click the "back" button.

-click to exit orders dialog

Clicking the part of the screen left of the orders dialog will now close that dialog. A simple shortcut that some might find useful.

-ECP compatability

Conflicting ECP scripts are now automatically turned off.

---------------------SPECIAL COOP BONUS---------------------------

Igor Drukov has made a dialog to allow use of my hand signal animations in coop MP games, which am proud to include in this release. Note that this dialog is completely separate from the standard HS mod--which is focused on commanding AI troops--and is instead intended for use in MP coops to communicate to other players. To include it in your mission, use the following steps (YOU DO NOT NEED TO FOLLOW THE REGULAR STEPS FOR SETTING UP AN HS MISSION):

1) Place an "Init HS Command System" logic in your mission.

2) Place the following in your mission's description.ext:

#include <GENB_HS_core\coop\coop_dialog.h>

3) Place the following in your mission's init.sqs:

player addaction ["(Hand-Signals)","\GENB_HS_core\coop\signal.sqs"]

4) That's it!

----------------------SPECIAL THANKS TO---------------------------

So many people have helped me with ideas and feedback, on the forums and elsewhere. Most of the changes in this version, and ideas for future versions, are directly due to other's suggestions. I can't remember everyone, but here are some names:

lendrom

AliMag

HawkinsDaFin

Fury6

Crassus

Garcia

Nepumuk

bdfy

.pablo.

funnyguy1

...and many more!

Thanks for trying my mod!

-General Barron

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Hey, guys, has anyone gotten this error?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Preprocessor failed on file Users\Scripts\missions\HS_template.Intro\description.ext - error 1.

This actually comes up when I try to launch any of the HS demo missions.

It didn't happen when I first installed and ran the System, when it first came out. mad_o.gif

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Great news!!! Great surprise!!! Can't wait to try it. I had to uninstallOFP about a month ago and now I have a really good reason to install it again.

Many thanks.

notworthy.gif

Edit:

I've just been playing it for whole morning, changing fwatch bindings, trying simple random missions. It is g r e a t inlove.gif

When I was downloading it today I saw that it has been downloaded only 18 times so far!! Guys!! What's wrong with you? It's one of the best improvements of our good ol' Flashpoint!! It doesn't add another beautiful M4 model, it doesn't improve textures, it has only some new not so beautiful animations (sorry GB but that's what I think). But the important thing is that it improves playability, gameplay or whatever you want to call it. I never liked commanding a squad in OFP. Giving orders to single soldiers is a nightmare. And the built in radio system which works no matter the distance isn't very realistic. Especially for Vietnam, WWII, or even 1985 missions. Thanks to HS I can really feel like squad (or platoon - the real fun is when commanding about 30 people) commander. I have very little time for shooting. Most of it I run threw a battlefield shouting orders, careing for my unit's flanks being covered, calling in support threw my radioman. It is really whole new experience when compared to original OFP. Everyone should really try it. Ok. That's it. My post already looks like a commercial anyway. BTW do you want to but T-shirts with a note: "I'm playing OFP with General Barron's great Hand Signals system"? Just kidding.

Now one question. I've been playing with the bindings but from what I understand I can't make my own switch type key? I mean a binding thanks to which when I pressed for example 'r' key once the radioman would come to my position (that would take two commands: select RTO and move here) and when I pressed the same 'r' key once more he would return to formation (select RTO and fall into formation).

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Wee notworthy.gif

Damn I love this addon. It's like a new era in OFP for me, OFP before HS, OFP after HS yay.gif  inlove.gif

Too bad you won't be able to work much on it. Just one question, now this working in coop, does that mean that it's working with several squads controled by humans, or is it just working with one squad with all the humans in that squad? smile_o.gif

Ok, just went through the readme and noticed the note that it's not compible with MP wink_o.gif

btw, nice readme, I just found a solution to a problem that's been bugging me for some time biggrin_o.gif

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General Barron once again I must say: You rock! notworthy.gif

This addon should be used in every SP mission where you must command squads. Way easier and more realistic!

thumbs-up.gif

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...it has only some new not so beautiful animations (sorry GB but that's what I think)...

Hah! I totally agree with you! smile_o.gif I made them while I was still learning how to make anims, so they are quite crappy. Never got around to remaking them though (anims take WAY too much time!wink_o.gif.

Quote[/b] ]I've been playing with the bindings but from what I understand I can't make my own switch type key? I mean a binding thanks to which when I pressed for example 'r' key once the radioman would come to my position (that would take two commands: select RTO and move here) and when I pressed the same 'r' key once more he would return to formation (select RTO and fall into formation).

Correct. The bindings are quite basic: one key, one action. In your case, you might just bind the "rto" action to the 'r' key, and the "come here" action to the 't' key, and hit them both one after the other (remember, orders are now queued).

I'm sure I *could* allow multiple actions on one key, if you think it would be useful enough. But switches (key does action A on 1st press, action B on second) aren't gonna happen.

BTW I'd be interested to hear what set of bindings you find most useful. I honestly haven't had much time to play with the bindings in real missions.

Quote[/b] ]Just one question, now this working in coop, does that mean that it's working with several squads controled by humans, or is it just working with one squad with all the humans in that squad?

It doesn't work in coop still. I've included a dialog that Igor Drukov made, which lets players choose to play a HS anim at will, so you can signal to other players in coop. But the AI squad commanding aspect of the addon is still SP only. Again, I'd wanted to include MP, but didn't have the time. sad_o.gif

Quote[/b] ]Hey, guys, has anyone gotten this error?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

Preprocessor failed on file Users\Scripts\missions\HS_template.Intro\description.ext - error 1.

This actually comes up when I try to launch any of the HS demo missions.

It didn't happen when I first installed and ran the System, when it first came out.

Hmm... I have no idea what is causing this problem. Were you running any other addons when you got this? Try running with nothing other than GENB_HS_core.pbo and keg_fwatch.pbo.

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I don't recall the setup, but I was running Fwatch. icon_rolleyes.gif I think I put the HS_Core.pbo in with Fwatch.....I put it into the main add-ons directory...works fine now.

Perhaps I missed it, GenB, but how do I get vehicles on which I want to embark to appear in the dialog?

Also, is there an order to Embark, which I can bind to a key using Fwatch?

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Hah! I totally agree with you! smile_o.gif I made them while I was still learning how to make anims, so they are quite crappy. Never got around to remaking them though (anims take WAY too much time!wink_o.gif.

But for me it really doesn't matter.

Quote[/b] ]

Correct. The bindings are quite basic: one key, one action. In your case, you might just bind the "rto" action to the 'r' key, and the "come here" action to the 't' key, and hit them both one after the other (remember, orders are now queued).

I'm sure I *could* allow multiple actions on one key, if you think it would be useful enough. But switches (key does action A on 1st press, action B on second) aren't gonna happen.

Hmm. Isn't it the matter of the proper switch command and not the switch key? The "change_signal" is a switch type of command I gues. But anyway I think we can live without switch keys. I don't want to sound that I demand something.

One more thing I'm thinking of is remaking the simple config for Shoot program I made some time ago. It allows combinig multiple keystrokes into one voice command. I imagine that various configs for shot could be done even by more ambitious missionmakers for particular missions or campaigns. This way you could for example call RTO by speaking his name into microphone... Ah... I have to get back to the reality... smile_o.gif

Shot treads:

http://www.flashpoint1985.com/cgi-bin....d+voice

http://www.flashpoint1985.com/cgi-bin....om;st=0

Quote[/b] ]

BTW I'd be interested to hear what set of bindings you find most useful. I honestly haven't had much time to play with the bindings in real missions.

For now after some tests (more to come) I my config is as follows:

TAB="dialog"

F1="squad"

F2="team1"

F3="team2"

F4="team3"

F5="rto"

F6="watch"

F7="rush"

F8="retreat"

F9="move_here" (I find it more useful than original "move_map")

F10="halt"

F11="change_signal"

F12="cancel_orders"

BACKSPACE="root_menu"

O="open_fire"

H="hold_fire"

J="stance_up"

K="stance_down"

G="fall_in_formation" (i have to change this one because it's colliding with OFP's 'show compass' command)

Also I not sure if we really need F12="cancel_orders".

And as I understand I can't bind to the tilde key ('~' )? I was thinking about binding tilde to select squad and 1-4 keys to respective teams. This way I would have all F keys (F1 - F12) for commands different than selecting.

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Perhaps I missed it, GenB, but how do I get vehicles on which I want to embark to appear in the dialog?

Also, is there an order to Embark, which I can bind to a key using Fwatch?

Orders to board vehicles will appear when you (the player) are close enough (<200m?) to an enterable vehicle. Enterable vehicles must be entered into the hs_vcl array by the mission editor, or else your squad won't be able to board them (even if they are unlocked).

You cannot bind "embark" to a key in fwatch. The problem is, the menu is context-sensitive, meaning there might be two vehicles in the menu, there might be one, there might be none, etc. For simplicity's sake, I left it out. Perhaps in the future I could include "embark closest vehicle", but I didn't think about it at the time.

Quote[/b] ]Hmm. Isn't it the matter of the proper switch command and not the switch key? The "change_signal" is a switch type of command I guess.

"change_signal" was a special case that had special coding. Most of the other commands were very simple to implement, as they just 'virtually' select the commands from the menu (it's has to do with the way the scripts are structured). Anything is possible, it's just a matter of what/how it is to be done. Perhaps if you elaborated on the 'switch key' idea some more, I could consider it.

And I know you aren't demanding smile_o.gif. Suggestions are always welcome as they spur improvement, like basically every change in v1.1.

Quote[/b] ]Also I not sure if we really need F12="cancel_orders".

And as I understand I can't bind to the tilde key ('~' )? I was thinking about binding tilde to select squad and 1-4 keys to respective teams. This way I would have all F keys (F1 - F12) for commands different than selecting.

"cancel_orders" is currently the ONLY way to clear the orders queue, so I would suggest keeping it around somewhere. There might be situations where you put a lot of orders into the queue, but then you want to cancel them and issue something else (you get ambushed, for example).

Unfortunately the tilde key cannot be recognized by Fwatch, so it cannot be used. I've listed every key that can be recognized by fwatch in the config's readme.

I'd be careful when assigning orders to the number keys on the top of the keyboard, because those keys are still detected when you have the command dialog open (eg, you assign 'get down' to '1'; if the command dialog is open and you press '1', you will order your squad to 'get down', AND you will select dialog option #1).

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I've just played it again with HS... I have no words. It is now possible to issue orders very quick. Great experience. It's a bit like Brothers in Arms. But much, much better... I'd love to see something like this in Arma... or at least BIS could consider making some things easier to mod so HS could be easly ported to Arma and even improved there (for now AI behaves strangely in formation. and IIRC this is the best that can be done in OFP; and yes, I know that nevertheless those custom formations move faster than patrols in RL)

Quote[/b] ]

I'd be careful when assigning orders to the number keys on the top of the keyboard, because those keys are still detected when you have the command dialog open (eg, you assign 'get down' to '1'; if the command dialog is open and you press '1', you will order your squad to 'get down', AND you will select dialog option #1).

Of course. Silly me. I had an idea but even didn't try it. Let's forget about it. icon_rolleyes.gifwhistle.gif

I'll think about the switch thing (and about how to explain my ideas in something at least similar to English language wink_o.gif )

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I've just played it again with HS... I have no words. It is now possible to issue orders very quick. Great experience. It's a bit like Brothers in Arms. But much, much better... I'd love to see something like this in Arma... or at least BIS could consider making some things easier to mod so HS could be easly ported to Arma and even improved there (for now AI behaves strangely in formation. and IIRC this is the best that can be done in OFP; and yes, I know that nevertheless those custom formations move faster than patrols in RL)

It should be fairly easy to move HS to ArmA. Only problem may be that some of the scripting command have been changed in ArmA, which will mess up thing, but I doubt that.

I really love this thingy. It makes missions much more fun. I just love when I'm surrounded by enemies, and I dunno where to shoot because there's enemies and friendlies running all around me biggrin_o.gif The AI seem to act a bit better when under fire now than when I'm grouped to them.

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Below is the code for the Squad Wedge, Fire Teams in Wedge (straight from FMFM 6-5, Marine Rifle Squad, Dec. '91) yay.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;--------------------------------------------------

; 3RD FORMATION

; SQUAD WEDGE

; FIRE TEAM WEDGE

;--------------------------------------------------

;group leader's position (relative to player)

;fire team leader

_ft1_pos1 = [10, 2.5, 1]

;group member's positions (relative to group leader)

;rifleman

_ft1_pos2 = [340, 1.0, 0]

;assistant automatic rifleman

_ft1_pos3 = [280, 1.0, 0]

;automatic rifleman

_ft1_pos4 = [220, 0.7, 0]

;---------------------------

; 2nd team sub-formation

;---------------------------

;group leader's position (relative to player)

;fire team leader

_ft2_pos1 = [225, 1.0, 1]

;group member's positions (relative to group leader)

;rifleman

_ft2_pos2 = [220, 0.7, 0]

;assistant automatic rifleman

_ft2_pos3 = [270, 1.0, 0]

;automatic rifleman

_ft2_pos4 = [325, 1.0, 0]

;---------------------------

; 3rd team sub-formation

;---------------------------

;group leader's position (relative to player)

;fire team leader

_ft3_pos1 = [120, 1.0, 1]

;group member's positions (relative to group leader)

;rifleman

_ft3_pos2 = [45, 0.8, 0]

;assistant automatic rifleman

_ft3_pos3 = [140, 1.0, 0]

;automatic rifleman

_ft3_pos4 = [90, 1.2, 0]

;---------------------------

; End 3rd formation setup

;---------------------------

Not having served as an 0300, you'll have to critique my set up in-game, GB. whistle.gif

Apparently the default "Dispersion Level" is 3, meaning the Level when the mission starts, and this is the Level at which I edited my wedge. So you may find Level 1 too close, and 5 too large.

Also, I'm not able to get it to show up in the Dialog with the other formations. "Open up the description.ext to see the available sound names." I'm afraid the only thing in the description.ext is the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

//include HS dialogs

#include <GENB_HS_core\dialogs.h>

class RscTitles

{

//include HS resources

#include <GENB_HS_core\resources.h>

};

+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+__+_+_+_+_+_+_+_

And just to share my key binds:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TAB="dialog"

F1="team1"

F2="team2"

F3="team3"

F4="squad"

F5="rto"

F6="watch"

F7="rush"

F8="retreat"

F9="move_map"

F10="halt"

F11="change_signal"

F12="cancel_orders"

BACKSPACE="root_menu"

0="inc_disp"

9="dec_disp"

RIGHT="max_disp"

LEFT="min_disp"

h="hold_fire"

y="open_fire"

UP="stance_up"

Down="stance_down"

NUMPAD5="rally"

J="fall_in_formation"

U="move_here"

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Nice update GB. A command queue inlove.gif

Crassus, nice formation. I don't know if anyone else has mentioned this but you can change what's in the dialog by making a stringtable.csv for your mission and adding something along the lines of:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_frm_wedge","Wedge"

Then in HS_formations add:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_name = localize "STRM_HS_frm_wedge"

You can also change the names of your teams in the dialog by adding other lines eg:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_cmd_ft1","Machine Gunners..."

"STRM_HS_cmd_ft2","Grenadiers/AT..."

"STRM_HS_cmd_ft3","Snipers/Rifles..."

smile_o.gif

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....but you can change what's in the dialog by making a stringtable.csv for your mission and adding something along the lines of:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_frm_wedge","Wedge"

Then in HS_formations add:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_name = localize "STRM_HS_frm_wedge"

You can also change the names of your teams in the dialog by adding other lines eg:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"STRM_HS_cmd_ft1","Machine Gunners..."

"STRM_HS_cmd_ft2","Grenadiers/AT..."

"STRM_HS_cmd_ft3","Snipers/Rifles..."

smile_o.gif

Thanks, MrN.

But does this mean I need to actually code in the button graphic, and then add the code your provided?

+_+_+_+_+__+

I'll be adding the Vee Formation, unless someone beats me to it. And I'm thinking of tweaking the Column. At the "default" Level 3, 2d team in the lead is bunched up/mixed in with 1st team in the center.

Anyone want to try variants of the Line, say Fire Teams in Wedge?

Belated thanks for the update, GenB. esp. the orders cueing and support for Fwatch. notworthy.gif

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Quote[/b] ]

But does this mean I need to actually code in the button graphic, and then add the code your provided?

Nope.

Above the code you posted for HS_Formations put this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#Formation3

;use this menu slot? if 'false', this formation's menu

;slot will be blank and none of the below info will be used

_use_frm = true

;display name in menu

_name = localize "STRM_HS_frm_wedge"

;anims for ordering this formation

_sign = []

;[text,sound] pairs for ordering this formation

_shout = []

Then add the text I posted to a stringtable and it works, I'm running it as we speak.

smile_o.gif

EDIT-Of course this does depend on what language you are running OFP in I guess, you might want to un-pbo the GENB_HS_core and check the stringtable in there to make sure you're adding stuff in the right place.

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hey General B. thank you for mentioning me in the credits biggrin_o.gif

Usually 50 to 70% of my squad gets wasted in a firefight, and its damn hard to control especially when the retreat command is issued during a gunfight.

Are move or retreat commands more effective when cease fire is issued first?

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Argh, damn, I somehow cannot get this to work with fwatch sad_o.gif. Does anybody have any ideas why won't it work? I'm using that demo mission and it just won't work. I press the keys and nothing. I have fwatch enabled and all, but nothing. Nada.

Also, how can I order my troops to go to "safe" behaviour, or basicly, slapping thier guns on their backs.

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@ Sep. 21 2006,21:27)]Argh, damn, I somehow cannot get this to work with fwatch sad_o.gif. Does anybody have any ideas why won't it work? I'm using that demo mission and it just won't work. I press the keys and nothing. I have fwatch enabled and all, but nothing. Nada.

Also, how can I order my troops to go to "safe" behaviour, or basicly, slapping thier guns on their backs.

To my knowledge there is no command using the hand signals to order your men into safe behaviour.

I haven't ever tried using fwatch, mainly because my computer dislikes it and tended to crash when I used it confused_o.gif

[edit]

however, I made a quick script to change behaviour.

First, under quick settings in hs_init.sqs you got the extra menu option. Set the first one to this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_cmd_xtra1 = ["Change behaviour",{[hs_sqd] exec "behaviour.sqs"}]

Of course, you can change the script and the script path if you want.

Then, in behaviour.sqs (or whatever you choose to call the script, you have this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sqds = _this select 0

_n = count _sqds

_m = 0

#loop

? (_m >= _n) : exit

if (behaviour (leader (_sqds select _m)) != "safe") then {(_sqds select _m) setbehaviour "safe"} else {(_sqds select _m) setbehaviour "aware"}

_m = _m + 1

goto "loop"

This will then check the behaviour of the leader in every group. If the leaders behaviour isn't safe, then it will be set to safe, if the leader behaviour is safe, it will be set to aware. I can't edit with dialogs, so someone who can could probably easily added some better system where you choose their exact behaviour.

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Silly me forgot to add the true in the fwatch check file. So that clears up that part, and now I'm going to test the safe mode and such.

[EDIT]

That safe mode script won't work for me sad_o.gif.

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@ Sep. 22 2006,18:13)]Silly me forgot to add the true in the fwatch check file.

The smallest errors are usually the hardest to find wink_o.gif Especially if it's a matter like that that don't give any error messages crazy_o.gif

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I downloaded this addon ok,but iam....TOTALLY NOOB

How can I bind those keys?My english pretty sux,and I dont understand things from fwatch readme sad_o.gifsad_o.gifhuh.gifbanghead.gifhelp.gif

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@ Sep. 23 2006,15:24)]You need help with binding keys or with the whole hand signals command system?

well,beacuz I rly with my english dont understand the readme....

I need help with both of them huh.gif

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Well with the handsignals system ingame you should play the tutorial, perhaps with a dictionary, it might help you out.

For the keybinds, it's quite simple, you have all the actions in your GENB_hs_controls.cfg file and you have to assign keys to them.

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