I doubt this is possible. If HL used ordinary Windows messaging features to get the keyboard state, this might be possible. However (though I don't know for sure) it's much more likely that HL uses either DirectInput or the Windows API function GetAsyncKeyState() to retrieve the keyboard state. These functions deal directly in scan codes without ever going through the ASCII character set, which is probably what's causing the problem---ie, the A on a French keyboard has the same scan code as the Q on an English/American keyboard. The only thing I can think of that would be able to get between DirectInput/GetAsyncKeyState and the keyboard is a customized device driver for the keyboard. Easier to get Valve to build the functionality into the engine's key-handling code.
---Reedbeta --- Jim Hunter <[EMAIL PROTECTED]> wrote: > I don't think you'll be able to do what you want to do without modifying the > engine or writing an external piece of software that intercepts keyboard > input before it goes to Half-Life, which might be possible by intercepting > the keyboard messages from Windows to the game engine, but I'm not > knowledgeable enough about windows to tell you how to do that. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

