Custom Keybindings - Dream or Reality?

Custom Keybindings: Dream or Reality?
Yes, you read that title right. Today, I’m discussing custom key bindings in GKC.


If you don’t know, a key binding is the assignment of a key or combination of keys on a keyboard with a command. In other words, what a key on the keyboard does. For example, in Gimkit, arrow keys or WASD move the Gim around. Custom key bindings, or CKBs, are when the key bindings are changed. That would be like changing the WASD movement to OKL; movement. Now you may be wondering, how is this possible? It isn’t. Not for all the keys (yet). I have a solution to make one custom key binding. Yes, one. But why this entire post for one custom key binding? Well, all will be explained later.


Let’s get to it:

My theory was that any key that caused an action could be turned into a key for custom key binding. WASD and arrows were out of the question, as they were needed to move the Gim. I had only one other idea: the R key.

Normally, the R key doesn’t do anything. But when a player has a gadget and switches to it, pressing R reloads it. Say, we give each player 1 Light Shard for a Zapper. We’ll put a zone around the entire map (or the area you want) so that the player can’t fire it. Then, if they go onto the zapper and press R, a continuous checker sees that the player’s amount of light shards equals 0, it grants the player a new light shard and broadcasts on a channel. That channel is received by the key binding. Warning: that gadget won’t be able to be used for its normal purpose, to damage other players.

What could you do with this? Well, you could do lots. For example, it could be a special “power” with a cooldown. That could be made with a speed, damage, or health boost and a delay in when it gives the light shard. Or perhaps it could teleport the player elsewhere. An obtainable ability. There’s lots of ideas and ways you could implement this.


And there you have it, a step into CKBs in GKC. But you still may be wondering, a guide for just one button? No. You can help improve this theory and reply with ideas and observations of key bindings of Gimkit and how we could utilize them!

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He is back (early).

What’ve I missed? Like, tell me. I know most of the major stuff.

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hi wingwavy

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Well, we know that “I” opens your inventory and “L” opens the leaderboard, but not very useful. Maybe if we could change that…

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Yeah, just reposting.

Buttons all over the map and enter’s one, too.

(please put your essays in a dropdown y’all @NotYoyo )

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Idea: for the clickable buttons on screen, what if they each can get a keybind, sense clicking is annoying. For the keybind we could use i, o, k, and l
Sense they are in this pattern on a keyboard
I o
K l
Its would make sense
I - top left
O - top right
K - bottom left
L - bottom right
Its just a idea though

Yeah, that’s the point of the topic. The real problem is finding out ways to link the keys to do actions.

For example, usually, the key K does nothing when pressed. How do we change that?

This topic isn’t really a thing we can influence, it’s more of a thing that’ll be changed if Team Gimkit puts out updates.

@Here_to_help boo, im early

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Ahhh you’re back!


Could somebody get me up to speed with this? I kinda forgot about this, and I’d like to help.

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We’ve had a topic about this before… right?
YOU’RE BACK EARLY!?
Anyway, some things you missed that were major:
Solved BITWISE OPERATIONS IN GKC!
Solved HOW TO PASS THE WORLD BORDER!
Indian BOT RAID ON GKC (And signups were disabled for a while)
BH, sadly, left…
(Doubt part of post edited out because of a thought)
[1]


  1. Nice new PFP! Now I can tell who’s Shdwy and who’s wingwave (you)! ↩︎

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I might suggest this, as it kind of helps:

This might not be a “keybind”, as it only works when the game knows you’re auto-reloading, but giving it data on how many shots a gadget has will do something, if combined with an overlay.

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Ok, here’s a thought:
So, NoLife, your system tracks what you are wielding, right? Can it tell which gadget you are holding if you have multiple?

It could work with multiple gadgets if you tell the game what you hold.
There could be a security mechanic being a “lie detector”, tracking your purchase history. You do this by hiding buttons until a purchase is made.
There is no telling if they bought multiple gadgets and are lying too, though.

How would they tell the game what they’re holding, though.
Either way kinda gets rid of my whole idea.
NOOOO!
[1]
I need to charge up so I’m not gonna respond for a while.


  1. at least one of my best buds is back ↩︎

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Yeah, in the original post, we were toying with auto-reloading and reloading, along with giving and taking away gadgets after being shot or something.

I forgot.

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Buttons

When something’s bought, there could be a property that updates to the gadget name or an “ID” for each specific one?

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Ooh, maybe this is possible.

also hi wingywave

Heya!
Probably going to have to wait for tomorrow’s school hours for this post to get hyped up lol

@Blackhole927 @Blueboat good to see ya

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what hmm, problem is that if you have a gadget, the camera view would be a little bit tricky.

Good idea tho!

I added clay-institute since that was on the original post if I recall correctly, feel free to remove it if it’s unnecessary.
This would be an interesting idea though.