I believe every single player in Brick Rigs had some issues with key bindings. It is not that Lukas was incompetent and couldn’t make the default settings correct, it’s that he added a lot of new options followed by new keys. Apparently he rebound quite much of the old stuff and since he did people sometimes have hard time figuring out how to do different things in the game. And i’m here to show you how this all should work in my opinion, or at least how it appears to be comfortable to me.
Stuff in “Editor”
Almost every section is going to face some alternations here. So let’s just start with the first one.
In werkelijkheid, these alternations won’t be that major, but still there are some options to be rebound or to be granted another key. Bijvoorbeeld, add to selection is a thing that should be done in two ways: Verschuiving + LMB en Ctrl + LMB. Just for convenience. But the next button has to be rebound: commit does conflict with chat so in order to fix it just remove Binnenkomen and simply bind it to whatever you never gonna use while constructing. I chose TMB 2, bijvoorbeeld. If you have addintional buttons on your mouse you’re lucky! If you don’t, Goed, only random button might help I suppose. Maar maak je geen zorgen, the next one, exit editor would be perfect if bound to Backspace. Unlike exit with vehicle, lol, I bound it to TMB 1, don’t be mad. So that’s all for now, if I forgot something here are the screenshots.
Stuff in “Camera”
I guess it’s the most troublesome section? Anyways the first one is speed axis: omhoog en speed axis down: just bind it to Page up en Page down respectively so that these don’t bother. Next up are vertical view: omhoog en vertical view: omlaag. Vertrouw me, that thing does not require any buttons at all so just suggest deleting them. Same applies to zoom axis: in en zoom axis: out: cancel the existing bindings if there are any (I just don’t remember), you won’t lose anything. De pivot camera button is gonna be the MMB (middle mouse button) while move camera is meant to remain as is (it should stay bound to RMB). What about speed step: omhoog en speed step: omlaag? I, the one who plays this game for more time than reuploaders live their life, prefer just binding them to MMB up en MMB down because it always was like this. And don’t be mercurios, every conflict will disappear in the near future. Trouwens, toggle projectile camera should be just 5, not Num, to be precise. And one of the most contraversial ones is the binding for zoom step: in en zoom step: out: these are gonna be Alt + MMB up en Alt + MMB down respectievelijk. Phew, klaar (hopelijk). Check the screenshots.
Stuff in “Character”
Um, nothing I suppose? Actually no, as far as I remember crouch is niet Ctrl in by default. Just do so, Oké?
Stuff in “Gewoon”
Laten aim remain RMB hier, Alsjeblieft, it won’t matter much. The next button is HUD visibility bound to ordinaty 7. Oh wait, there is one more in between those: I bound fire naar F4 om de een of andere reden. Oké, so be it. Now we head towards interactions with items: bind the first one to E, the second one to T and the third one to U. Some of them may already be this way, but I mentioned it just to make sure. The following sentence is alotted to keys that are supposed to be correct by default: inventaris – Lab, next vehicle (uitstel: previos vehicle) – F2, scoreboard – Caps Lock, spawn vehicle (uitstel: vehicle editor) – O. slow motion (uitstel: pause game) was bound to nothing but to P, it feels like this button is more accesible, weet je. Sorry for binding throw item naar TMB 2 for another time, these buttons are just way too useful. The rest should be already okay if I’m not mistaken. The screenshot is anyway below.
Stuff in “Free Camera”
You have only four buttons to rebind here! (which is actually 80% of the section, maar toch) Those two weird option you might not even know about, rotate pawn: rechts en rotate pawn: links are gonna be 2 en 1 respectievelijk; boost will be Ctrl en capture vehicle thumbnail should already be Invoegen but I doubt.
Stuff in “Inventory”
It appears to me I have rebound an entire section so doing it quickly:
next explosive (uitstel: previos explosive) – G;
next slot (uitstel: previos slot) – 8;
wapens: 1, 2 en 3 respectievelijk.
Stuff in “Vehicle”
Although this section is big there are few alternations: exit vehicle is TMB 1, Dan cycle siren (uitstel: toggle siren) is N (perhaps already this way), hazard lights is K, next fire action (uitstel: previos fire action) will be ordinary 4, next seat (uitstel: previos seat) is F1, en operation mode is suddenly Z… Ja, this one gonna be hard for you to get used to, all due to the bindings in camera. At least try to live with it it. Next up we have pin vehicle: root part (uitstel: pin vehicle: all parts) bound to 6, remove empty vehicles (uitstel: remove all vehicles) bound to Pause… Hehe, again all of a sudden. remove vehicle should be delete standaard, maar toch. And that’s all I hope, if I have forgotten something please let me know in the comments!
Dat is alles wat we vandaag hiervoor delen Bakstenen installaties gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door N. aBRICKos. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.