Okay, so what i did, was bind W key to walk. Then go into settings and bind W and ALT to moving forward. Now if you press W ingame, you will walk, but cant sprint, but if you press ALT, you can sprint.
The first is using your mouse software to create a macro (e.g. Logitech GHub) and the second is using AutoHotKey :
OPTION 1 1. Bind walk to another key other than alt, for example, you can use the "[" key as it's not mapped to anything and it won't cause issues like ALT will (e.g. holding alt and then pressing TAB for inventory will obviously invoke windows ALT+TAB). This is more for players that want to map this to their mouse otherwise you can use "C" so long as it's not mapped in game.
In the console, bind walk to "[": bind "[" "_walk"
2. In Logitech GHub for example, create a macro and set it to "toggle"; then record and enter the "[" key. It should register two events: "[" DOWN event and "[" UP event; stop the recording and now edit the macro by deleting the "[" UP event. When you save it, it will give you a warning but that's okay since it's a toggle.
3. Bind the macro to a mouse button (e.g. mouse forward, mouse tilt, whatever)
OPTION 2 Here's the other method using AutoHotKey which does the same thing. Again, you can change "[" for any other key, so long as it's not mapped in game of course. Again, I wouldn't use ALT.... it's too fucky.
#MenuMaskKey vkFF ; Disable default menu behavior for Alt #UseHook
#IfWinActive, ahk_exe TheGreatCircle.exe
[:: { if (!BracketHeld) ; Check if [ is not already held { Send, {Blind}{[ down} ; Hold down the [ key explicitly BracketHeld := true ; Set flag to indicate [ is held } else ; If [ is already held, release it { Send, {Blind}{[ up} ; Release the [ key BracketHeld := false ; Reset the flag } return }
~*[: { global BracketHeld if (BracketHeld) ; If [ is held down { Send, {Blind}{[ up} ; Release the [ key BracketHeld := false ; Reset the flag } return }
#IfWinActive
Lastly, here is another method but it has interrupts. Pressing E, F, J, TAB, and the "[" key will interrupt the key down event. Basically you'll need to re-engage walk after you've interacted with something in the game or looked at your inventory.
#MenuMaskKey vkFF ; Disable default menu behavior for Alt #UseHook
[:: { if (!BracketHeld) ; Check if [ is not already held { Send, {Blind}{[ down} ; Hold down the [ key explicitly BracketHeld := true ; Set flag to indicate [ is held } else ; If [ is already held, release it { Send, {Blind}{[ up} ; Release the [ key BracketHeld := false ; Reset the flag } return }
HandleBracketRelease() { global BracketHeld if (BracketHeld) ; If [ is held down { Send, {Blind}{[ up} ; Release the [ key BracketHeld := false ; Reset the flag } return }
My friend please is there a cmd for hiding player life & stamina bars, and weapon/ammo HUD plz. ? (show_hud is cool but we cant see inventory etc..) All i want to play is a center dot. TY for the walk binding.
There's a HUD hide mod on Nexus that will toggle the whole HUD but that will also get rid of the center dot - but you should really try the game without it anyway bc it's kind of pointless and distracting.
I'm sorry, I didn't specify that you need to install https://github.com/Lyall/GreatCircleFix
Grab the latest release of GreatCircleFix from here.
Extract the contents of the release zip in to the the game folder. e.g. ("XboxGames\Indiana Jones and the Great Circle\Content" for Xbox or "steamapps\common\The Great Circle" for Steam).
Thank you!! I've been waiting for someone to post a workaround. How a simple console command was not implemented by the developer of the actual game on launch baffles me no end.
I don't know why, but bind "LALT" "_walk" doesn't seem to be working for me, even after I unbound LALT as block. It works in the console, but I can't make it permanent in the config file..
Yes, you are right. I am not sure about the behavior. After a test, I realize that if I remove the CTRL instruction in my configuration file, the bind is still active ... No idea why this seems to be cached
So, just to get this straight: LALT works through the console command and is also stored in the savegame, so no need for the config file, which does not work for LALT? Thanks in advance.
@SeRoMWarez Ok, thanks to what you said I think I understand how it works. Somehow, TheGreatCircleConfig.cfg only works one way : it updates when the game saves, but changing anything in it doesn't seems to change any bind in-game. The good thing is, when you bind a new key via the console, once you go throught an autosave, it stays in the cfg file.
If someone can confirm :) (so now, my LALT key is bound to walk ! yay !)
So I tested it ingame with the console and indeed the game saves it. I bound it to LALT. The game even saves it when you start a new game. Pretty neat. Here's hoping by writing it into the config for good this way doesn't break anything further along the road. :D
22 comments
Now if you press W ingame, you will walk, but cant sprint, but if you press ALT, you can sprint.
The first is using your mouse software to create a macro (e.g. Logitech GHub) and the second is using AutoHotKey :
OPTION 1
1. Bind walk to another key other than alt, for example, you can use the "[" key as it's not mapped to anything and it won't cause issues like ALT will (e.g. holding alt and then pressing TAB for inventory will obviously invoke windows ALT+TAB). This is more for players that want to map this to their mouse otherwise you can use "C" so long as it's not mapped in game.
In the console, bind walk to "[":
bind "[" "_walk"
2. In Logitech GHub for example, create a macro and set it to "toggle"; then record and enter the "[" key. It should register two events: "[" DOWN event and "[" UP event; stop the recording and now edit the macro by deleting the "[" UP event. When you save it, it will give you a warning but that's okay since it's a toggle.
3. Bind the macro to a mouse button (e.g. mouse forward, mouse tilt, whatever)
OPTION 2
Here's the other method using AutoHotKey which does the same thing. Again, you can change "[" for any other key, so long as it's not mapped in game of course. Again, I wouldn't use ALT.... it's too fucky.
#MenuMaskKey vkFF ; Disable default menu behavior for Alt
#UseHook
#IfWinActive, ahk_exe TheGreatCircle.exe
[::
{
if (!BracketHeld) ; Check if [ is not already held
{
Send, {Blind}{[ down} ; Hold down the [ key explicitly
BracketHeld := true ; Set flag to indicate [ is held
}
else ; If [ is already held, release it
{
Send, {Blind}{[ up} ; Release the [ key
BracketHeld := false ; Reset the flag
}
return
}
~*[:
{
global BracketHeld
if (BracketHeld) ; If [ is held down
{
Send, {Blind}{[ up} ; Release the [ key
BracketHeld := false ; Reset the flag
}
return
}
#IfWinActive
Lastly, here is another method but it has interrupts. Pressing E, F, J, TAB, and the "[" key will interrupt the key down event. Basically you'll need to re-engage walk after you've interacted with something in the game or looked at your inventory.
#MenuMaskKey vkFF ; Disable default menu behavior for Alt
#UseHook
[::
{
if (!BracketHeld) ; Check if [ is not already held
{
Send, {Blind}{[ down} ; Hold down the [ key explicitly
BracketHeld := true ; Set flag to indicate [ is held
}
else ; If [ is already held, release it
{
Send, {Blind}{[ up} ; Release the [ key
BracketHeld := false ; Reset the flag
}
return
}
~*Tab::HandleBracketRelease()
~*e::HandleBracketRelease()
~*f::HandleBracketRelease()
~*j::HandleBracketRelease()
HandleBracketRelease()
{
global BracketHeld
if (BracketHeld) ; If [ is held down
{
Send, {Blind}{[ up} ; Release the [ key
BracketHeld := false ; Reset the flag
}
return
}
#IfWinActive
All i want to play is a center dot. TY for the walk binding.
Then the command shoud work as intended
+exec autoexec.cfg
But your proposed solution also makes sense, well seen!
I was also really surprised to find this _walk() function, without any reference for our keyboard/mouse ...
and crouch on C
Is it possible to unbind crouch on CTRL and set it to C, and bind walk on toggle to L-CTRL?
It works in the console, but I can't make it permanent in the config file..
I am not sure about the behavior.
After a test, I realize that if I remove the CTRL instruction in my configuration file, the bind is still active ...
No idea why this seems to be cached
Good clue, but I checked and it doesn't work either
Ok, thanks to what you said I think I understand how it works.
Somehow, TheGreatCircleConfig.cfg only works one way : it updates when the game saves, but changing anything in it doesn't seems to change any bind in-game.
The good thing is, when you bind a new key via the console, once you go throught an autosave, it stays in the cfg file.
If someone can confirm :)
(so now, my LALT key is bound to walk ! yay !)