Autorun is not ideal for exploring dungeons and smaller interiors; I'd have to toggle it any time I want to stop and look at something, or to deal with platforming. Would it be possible to have a toggle so that pressing "W" results either in walking or running?
https://github.com/Interkarma/daggerfal ... -517982518 says it was implemented, but I can't find a setting to toggle run/walk, so I assume there was a misunderstanding.
Feature request: run/walk toggle
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Re: Feature request: run/walk toggle
It's in there, I think the default key is Caps Lock but I could be wrong as I've remapped some things. Check your control settings.
- Jay_H
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Re: Feature request: run/walk toggle
On my machine, Period activates autorun, and then Left Shift toggles it between running and walking speed. I know I've changed at least one of those binds so you'll have to look at your own configuration, but toggling is definitely in the game.
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Re: Feature request: run/walk toggle
This is my entire KeyBinds.txt (I've remapped a bit since I use a Dvorak layout):
Code: Select all
{
"actionKeyBinds": {
"A": "MoveLeft",
"B": "TravelMap",
"BackQuote": "ToggleConsole",
"Backspace": "CastSpell",
"C": "Status",
"Comma": "MoveForwards",
"D": "SwitchHand",
"Delete": "LookDown",
"E": "MoveRight",
"Escape": "Escape",
"F1": "StealMode",
"F11": "QuickLoad",
"F2": "GrabMode",
"F3": "InfoMode",
"F4": "TalkMode",
"F5": "CharacterSheet",
"F6": "Inventory",
"F8": "PrintScreen",
"F9": "QuickSave",
"G": "UseMagicItem",
"Home": "CenterView",
"Insert": "LookUp",
"J": "Crouch",
"LeftAlt": "Sneak",
"LeftArrow": "TurnLeft",
"LeftControl": "Slide",
"LeftShift": "Run",
"M": "AutoMap",
"Mouse0": "ActivateCenterObject",
"Mouse1": "SwingWeapon",
"Mouse2": "AutoRun",
"N": "LogBook",
"O": "MoveBackwards",
"P": "Rest",
"PageDown": "FloatDown",
"PageUp": "FloatUp",
"Period": "AbortSpell",
"Quote": "RecastSpell",
"Return": "ActivateCursor",
"RightArrow": "TurnRight",
"Semicolon": "ReadyWeapon",
"Space": "Jump",
"T": "NoteBook",
"Y": "Transport"
},
"secondaryActionKeyBinds": {
},
"axisActionKeyBinds": {
"Axis1": "MovementHorizontal",
"Axis2": "MovementVertical",
"Axis4": "CameraHorizontal",
"Axis5": "CameraVertical"
},
"axisActionInversions": {
"CameraHorizontal": "False",
"CameraVertical": "False",
"MovementHorizontal": "False",
"MovementVertical": "False"
},
"joystickUIKeyBinds": {
"JoystickButton0": "LeftClick",
"JoystickButton1": "Back",
"JoystickButton2": "MiddleClick",
"JoystickButton3": "RightClick"
},
"removedPrimaryActions": [],
"$version": "v1"
}
Update: Looking at the source code, there does seem to be functionality around this. Investigating…
Update 2: Looks like the functionality is there, but not in my client. There's no UI for toggling running next to "toggle sneak", if I add
Code: Select all
ToggleRun = True
- pango
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Re: Feature request: run/walk toggle
It works exactly as Jay_H described, you first toggle AutoRun (Mouse2 in your setup)
then while it's on, to switch between auto walking and auto running you tap on your standard Running key (left shift in your setup)
Code: Select all
"Mouse2": "AutoRun",
Code: Select all
"LeftShift": "Run",
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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Re: Feature request: run/walk toggle
Sorry, I'm not explaining this properly. When you press "w" the character walks forward. I want to be able to toggle so that pressing "w" causes the character to run forward, rather than having to hold down Shift (awkward after half an hour or so) or using autorun (bad for short bursts of speed, like in small rooms).pango wrote: ↑Sun Nov 10, 2024 9:14 am It works exactly as Jay_H described, you first toggle AutoRun (Mouse2 in your setup)then while it's on, to switch between auto walking and auto running you tap on your standard Running key (left shift in your setup)Code: Select all
"Mouse2": "AutoRun",
Code: Select all
"LeftShift": "Run",
- pango
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Re: Feature request: run/walk toggle
Ah, I understand now. Well, I'm really not sure what that code does, way to convoluted.
I think that PlayerSpeedChanger.ToggleRun is what changes how you control the runningMode/isRunning flags, and it's set from the value of InputManager.Instance.ToggleAutorun each time you press the AutoRun key.
So from the look of it, it cannot be enabled outside of auto running.
Maybe jefetienne, the last one that worked on this code, remembers how it works?
P.S. I'm not sure how it could work otherwise, short of having either another key or an additional "RunByDefault" ("ForrestGumpMode"?) setting that would reverse the role of the Run key?
I think that PlayerSpeedChanger.ToggleRun is what changes how you control the runningMode/isRunning flags, and it's set from the value of InputManager.Instance.ToggleAutorun each time you press the AutoRun key.
So from the look of it, it cannot be enabled outside of auto running.
Maybe jefetienne, the last one that worked on this code, remembers how it works?
P.S. I'm not sure how it could work otherwise, short of having either another key or an additional "RunByDefault" ("ForrestGumpMode"?) setting that would reverse the role of the Run key?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart