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XboxTypeS_RightX - Right thumb stick horizontal position when used as an analogue control.XboxTypeS_LeftY - Left thumb stick vertical position when used as an analogue control.XboxTypeS_LeftX - Left thumb stick horizontal position when used as an analogue control.XboxTypeS_RightTriggerAxis - Right trigger when semi depressed.XboxTypeS_LeftTriggerAxis - Left trigger when semi depressed.XboxTypeS_RightTrigger - Right trigger when pressed as a button.XboxTypeS_LeftTrigger - Left trigger when pressed as a button.XboxTypeS_RightShoulder - Right shoulder button.XboxTypeS_LeftShoulder - Left shoulder button.XboxTypeS_DPad_Down - Directional pad down.XboxTypeS_DPad_Right - Directional pad right.XboxTypeS_DPad_Left - Directional pad left.XboxTypeS_DPad_Up - Directional pad up.XboxTypeS_RightThumbStick - Right thumb stick when pressed as a button.XboxTypeS_LeftThumbStick - Left thumb stick when pressed as a button.MouseScrollDown - Mouse wheel scrolling down.MouseScrollUp - Mouse wheel scrolling up.ThumbMouseButton2 - Secondary mouse thumb button.ThumbMouseButton - Primary mouse thumb button.Here is a list of the keys that are mapped to Unreal Engine 3. You now have access to the input object instance for the local player controller If (PlayerController != None & PlayerController.PlayerInput != None) PlayerController = WorldInfo.GetALocalPlayerController() WorldInfo = class'WorldInfo'.static.GetWorldInfo() When the alias is deactivated it will call UnDuck and set the input variable aUp to -1.0 with an absolute axis of 100.
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The alias is called GBA_Duck, and when activated it will call Duck and set the input variable aUp to -1.0 with an absolute axis to 100.
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In this aliased key bind, the key bind controls how ducking / crouching is performed. This is especially useful when the alias's command is reasonably complex or is duplicated often. This was designed so that multiple keys could map to an alias (or multiple aliases). Aliased key binds can then be used as a command. Key binds are aliased when the Name doesn't match any mapped keys.
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bIgnoreShift - If shift is being held down, then this key bind is ignored.bIgnoreCtrl - If control is being held down, then this key bind is ignored.Alt - Alt needs to be held down for this key bind to activate.Shift - Shift needs to be held down for this key bind to activate.Control - Control needs to be held down for this key bind to activate.Command - Command to execute when this key bind is activated.This can either be an alias or a mapped key. Key binds are defined within several properties. It is works with Unrealscript, but it also has a very handy features to make things easier. Key binding in Unreal Engine 3 is very flexible, and is mostly defined in the configuration file.
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