Thanks Dev Kermit for opening my eyes too the Keybindings.ini file.
The KeyBindings.ini file allows players to change the control menu interface within the game. In this way you can change around your own bindings by selecting tabs you created in the control menu.
Look at the example below from a default install:
[LIST] - This file starts with the list tag. Do not change it.
SectionLabel(0)="Movement" - The SectionLabel will create a page and menu tab which will be
found by clicking on the Controls tab in settings. It will also give a number value and name for the tab.
The number value (0) identifies this as the first menu, and it has been named Movement There are five default sub-menus under the control menu tab. You may add more and name them anything you want.
SectionHint(0)="Movement" - The SectionHint identifies text to be associated with a section
label. This one is associated with SectionLabel(0) and in this example, the hint is the same as the tab name. When a player moves his/her mouse over that tab, the text appears at the bottom of the menu.
SectionSet_0(0)="Movement" - SetSection creates a gray box on the menu and labels it with name.
Again, this could be any normal text. In this example it is again Movement. This word will appear at the top left of the gray box, and lets players know that the options listed in this box are associated with movement. It will be referenced by the name movement later in the KeyBindings file.
SectionSet_1(0)="Posture" - Notice the SectionSet line includes two number values. The first value represents the order in which the gray box will appear, starting with 0. The second value identifies which SectionLabel ( or page in the menus ) the box will appear. So in our example here; A gray box titled Posture will appear on the page with the label Movement. And it will appear just under another gray box titled Movement, just as described above.
SectionSet_2(0)="Rotation" - Yes you guessed it. Another gray box just below Posture.
So the syntax here is:
SetSection_x(y)=anyname Where x is the number of the gray box starting with 0. Y is the menu page it will appear on, and Rotation will be the title of the box. Note that the quotes, brackets, Case, _ and = are all mandatory
NUMSETS(0)=3 - NUMSETS(0)=3 Says that on page (0) there will be three sub-menu boxes (gray boxes). This number must match the data above. If you
open the game. You will see the effect of this code. Remember this example is already in your default install. So you can open the game and find these gray boxes.
Each page description, like the one above, ends with the NUMSETS line. Below this line you will find the start of the next menu page description. The lines above will be repeated with new number values associated with the second page. Remember the number of this page will be (1), we always start with (0).
At the end of the default pages you may add your own menu pages. You can paste in the skeleton below and fill in the proper values. You should make ALWAYS make a backup file first. Also I recommend you read this in its entirety first.
SectionLabel(X)="tabname"
SectionHint(1)="mousetag"
SectionSet_0(X)="boxone"
SectionSet_1(X)="boxtwo"
NUMSETS(X)=2
Add this to the end of the existing page descriptions, and fill in X as the page number. Change the ?names? too whatever you want. If you want to add your first page to a default KeyBindings file, X would be 5 and so on up to at least 9. If you want to add more boxes, increment the SectionSets; and change NUMSETS accordingly. i.e. SectionSet_2(X)=boxthree
NUMSETS(X)=3
Now read on, you are not done yet......
At the end the five default page descriptions, you will find this line:
NUMSECTIONS=5 -This concludes this portion of the KeyBindings.ini file. The number of sections must match the number of menu pages. If you added pages to your control menus, you must set this to the proper value. Five is default.
Now the file begins describing what options will be listed in the boxes created above. They are arranged starting with the first box, SectioSet_0(0)=Movement. The word Movement is now used to describe this box and it will be added to the proper page.
[Movement] -This identifies the following data as appearing in the gray box named above as Movement
Label(0)="Move Forward" -This is the name that will appear in the gray box, next to the option for binding a key to that command.
Alias(0)="moveforward" -This is the actual consol command that will be sent by whatever the player chooses to bind it too in the menu. The name in the quotes must be a valid command.
Hint(0)="Hold this key to move forward" -This is the mouse hint that will appear and describe the
bindable object.
Above is a complete description of one binding option. You should recognize it as the default menue option for binding a key that moves your player forward. Since it is described as (0), it will appear first on the list. Note the associated Alias and Hint lines are also identified as (0).
Below are the rest of the options that will appear in the Movement box.
Label(1)="Move Backward"
Alias(1)="movebackward"
Hint(1)="Hold this key to move backward"
Label(2)="Strafe Left"
Alias(2)="strafeleft"
Hint(2)="Hold this key to strafe left"
Label(3)="Strafe Right"
Alias(3)="straferight"
Hint(3)="Hold this key to strafe right"
Label(4)="Lean/Roll Left"
Alias(4)="leanleft"
Hint(4)="Prone, press to roll left. Otherwise, hold to lean left"
Label(5)="Lean/Roll Right"
Alias(5)="leanright"
Hint(5)="Prone, press to roll right. Otherwise, hold to lean right"
NUMBINDINGS=6 -The NUMBINDINGS=X line confirms how many options will be added to the box described above as [movement]. It must match the number of Labels, starting with 0.
Each box is described in turn, starting with the name defined in the first section of the KeyBindings.ini file.
So that SectionSet_1(0)=Posture becomes [Posture]. Then the Label, Alias and Hint values are filled
in for each bind option that will appear in that box. You will not need to worry about page names, the box
names are what is referenced here. If you were adding a page using the skeleton seen I listed above, Then
fill out and paste in the additional skeleton below.
[boxname]
Label(0)="your new option"
Alias(0)="valid command"
Hint(0)="description of this option"
Change [boxname] to the name you created in SectionSet_0(X)="boxone"
Fill in Label(0)=your new option with the text to appear next to that option.
Fill in Alias(0)=valid command with any bindable object. You can find a list of these at many sites.
Fill in Hint(0)=description of this option with a description.
From here you can add more options to a box by starting the next option with Label(1). At the end of your
box options, remember to include NUMBINDINGS=x before going on to describe the next box.
Creating a death key in Ventrilo. By RodeoX
Open ventrilo, and locate the Bindings drop down box near the top of the window.
Click on the arrow button to the right of the bindings box.
Now create a new Bind name by clicking on the New button.
You can name it whatever you want. Even though this is called “Bind name” by the program, it is really the name for a set of binds. You may want to make several sets of these. One for switching from the match channel, another for a map specific channel, etc. Then you could select from the drop down box the bindings you want when opening your ventrilo client.
Now go to the Function drop down box and select Switch Channel.
You will now need to select the channel you will be switched to when you hit the key. The name of that channel must exist on the server. Lobby is a good choice, since it is a reserved name that must exist on a vent server. (A dead players room is good to have on a server.)
In the Bind Key field enter the key you would like to use for this function. Then click the Add button. . Note that this a master button, it cannot also be bound in the AA user.ini file or the Pause or Print Scrn buttons. It also cannot be a letter or number, as you would not be able to use it in text chat.
Now you need to bind another key that will move you back to the live player channel. The only way to have a toggle key is if the server has only two chanels and you bind a key to the Next Channel function. Otherwise, You must know exact name of the channel that live players are on.
Click Ok and that’s it.
When you are killed in a game just hit your dead room key and you will join other dead players. You can talk about what you are spectating or spam with your harmonica, and no one playing is disturbed or involved in ghosting. It may be worth configuring the vent server to have a directory structure that includes a master room for the dead. So that whatever room you die you can meet up with you friends on the other side or in a different game.
Suggested example:
Bindings: Match_Play
Use DirectInput: yes
………..Bind Key: F7 Function: Switch Channel Channel Name Hell's Channel
………..Bind Key: F8 Function: Switch Channel Channel Name Match Channel
This will make F7 the dead key, and F8 the rejoin game channel key.