Editing Gamekey.mapInput.map contains most of the controls, but Gamekey.map contains a few controls not included in Input.map. This is relatively simple. Unfortunately, you can't assign any of these to the mouse like you can in Input.map.
Code:
<Control> <Key>
Control will always be something that's already in the file, like REPEAT_AUDIO, ALLIE_TOGGLE, etc.
Key will be a single key, or a combination of modifier keys and some other key.
Modifier keys are:
CTRL
SHIFT
ALT
You might want to know how to disable certain controls. For example, it can be quite annoying to be playing a multiplayer game and accidentally press Y (it's right next to T, which is default target key) and have ally prompt pop up. Suddenly you can't move or shoot, and you have to press ENTER to get rid of it. This costed me a lot of deaths in games. I don't recommend completely deleting anything from the file, so here is how to disable Y and U key from doing anything, change it from this:
Code:
ALLIE_TOGGLE Y
UNALLIE_TOGGLE U
to this:
Code:
#ALLIE_TOGGLE Y
#UNALLIE_TOGGLE U
The # symbol will disable the Y and U keys from bringing up Ally/UnAlly prompts. Notice that Gamekey.map also has this:
Code:
ALLIE_TOGGLE CTRL+[
UNALLIE_TOGGLE CTRL+]
You want to keep those in case you really do want to ally. Those key combinations won't likely be pressed by accident. Be aware that some of the key lines have no effect, for example changing RADAR_TOGGLE will have no effect, and I'm not sure why that is. Also, there are some other controls and I'm not even sure what they do. Best to leave something alone if you don't know what it does or if you don't use it.
Editing Input.mapThis file is a lot more complicated than Gamekey.map, but the concept is the same.
Code:
<Some Command> {
<Insert Controls Here>
}
The opening brace { must always be on the same line as the control, and the closing brace } must be given its own line. Depending on what your are changing, + and - can either mean "Positive" and "Negative" or they can mean "True" and "False".
mouse - Something on the mouse.
keyboard - Something on the keyboard.
program - Battlezone has 2 different program modes that are enabled at certain times:
ControlMode - During normal game play.
EditMode - When you are using the map editor.
Let's say you want to set something to work when you press "J" but not work when pressing Left Control.
Code:
+ keyboard J
- keyboard LeftControl
Or work when you press both.
Code:
+ keyboard J
+ keyboard LeftControl
+ mouse VertVel = Positive Mouse Vertical Velocity
- mouse VertVel = Negative Mouse Vertical Velocity
+ keyboard K = Pressing K
- keyboard K = NOT Pressing K
+ program EditMode = Using a map editing view (in the map editor)
- program EditMode = NOT Using a map editing view (in the map editor)
Code:
cmd_x {
+ mouse HorizPos
+ program ControlMode
}
# Y POSITION CONTROL
cmd_y {
+ mouse VertPos
+ program ControlMode
}
# LEFT MOUSE CLICK
cmd_lclick {
+ mouse LeftBtn
- program EditMode
}
# LEFT MOUSE HOLD
cmd_lhold {
+ mouse LeftBtn
- program EditMode
}
# RIGHT MOUSE CLICK
cmd_rclick {
+ mouse RightBtn
- program EditMode
}
# RIGHT MOUSE HOLD
cmd_rhold {
+ mouse RightBtn
- program EditMode
}
These seem to be some low-level basic mouse things. Leave them as they are.
Code:
# DELETE THE SELECTED OBJECT
cmd_delete {
+ keyboard GreyDelete
- program EditMode
}
# MULTISELECT
cmd_multi {
+ keyboard Control
- program EditMode
}
Delete is for the map editor, and Control for multi-unit selection/linking unlike weapons (later in this tutorial) shouldn't be changed.
Code:
# CENTER ON THE USER
center_player {
+ keyboard C
+ program ControlMode
- program EditMode
}
# CENTER ON THE RECYCLER
center_recycler {
+ keyboard R
+ program ControlMode
- program EditMode
}
These apply to Comm Sat view. By default pressing C will center the view on your vehicle/pilot, and pressing R will center the Comm Sat view on your Recycler. Useful if you need to view the area around those important units in a hurry.
Code:
# CONTROL PANEL CONTROLS
# PRESS THE Nth BUTTON
mode_select_0 {
+ keyboard Zero
}
mode_select_1 {
+ keyboard One
}
mode_select_2 {
+ keyboard Two
}
mode_select_3 {
+ keyboard Three
}
mode_select_4 {
+ keyboard Four
}
mode_select_5 {
+ keyboard Five
}
mode_select_6 {
+ keyboard Six
}
mode_select_7 {
+ keyboard Seven
}
mode_select_8 {
+ keyboard Eight
}
mode_select_9 {
+ keyboard Nine
}
Although you can change these, it might not make much sense to actually do so. You use these number keys to navigate the command interface, and navigate menus in the map editor.
Code:
# CYCLE MENU SELECTION
menu_pos {
+ mouse VertVel
+ keyboard LeftShift
- program EditMode
}
menu_up {
+ keyboard GreyUpArrow
+ keyboard LeftShift
- program EditMode
}
menu_down {
+ keyboard GreyDownArrow
+ keyboard LeftShift
- program EditMode
}
menu_next {
+ mouse LeftBtn
+ keyboard LeftShift
- program EditMode
}
menu_back {
+ mouse RightBtn
+ keyboard LeftShift
- program EditMode
}
menu_back {
+ keyboard Tab
- program EditMode
}
menu_cycle {
+ keyboard LeftShift
- program EditMode
}
These controls are an alternative to using the numeric keys, although the Tab assignment for "menu_back" command is used a lot together with the numeric keys. You can hold Left Shift and move the mouse up and down or press the arrow keys, and click to enter a menu or select a unit. Right click while holding Left Shift currently has the same effect as Tab, going back one menu on the command interface.
Code:
# PRESS RETICLE COMMAND
menu_press {
+ keyboard Space
}
# PRESS TARGET COMMAND
alt_press {
+ keyboard Alt
}
These are your Space and ALT keys for giving commands to units. I don't think you'll want to change these.
Code:
# GROUPING CONTROLS
# SELECT GROUP WITH A KEY
group_select_0 {
+ keyboard F1
- keyboard LeftShift
}
group_select_1 {
+ keyboard F2
- keyboard LeftShift
}
group_select_2 {
+ keyboard F3
- keyboard LeftShift
}
group_select_3 {
+ keyboard F4
- keyboard LeftShift
}
group_select_4 {
+ keyboard F5
- keyboard LeftShift
}
group_select_5 {
+ keyboard F6
- keyboard LeftShift
}
group_select_6 {
+ keyboard F7
- keyboard LeftShift
}
You can group units in Battlezone and select the groups with F1-F7. These are best left unchanged.
Code:
# THROTTLE CONTROLS
# DIGITAL THROTTLE TURBO
turbo {
+ keyboard W
- program EditMode
}
# DIGITAL THROTTLE FORWARD
throttle_up {
+ keyboard Q
- program EditMode
}
# DIGITAL THROTTLE BACK
throttle_down {
+ keyboard S
- program EditMode
}
These are the forward and backward movement controls. W is move forward fast, Q is move forward slow, S is move backwards.
Code:
# STEERING CONTROLS
# ANALOG STEER
steer {
- mouse HorizVel
- program ControlMode
}
# DIGITAL STEER RIGHT
steer_right {
+ keyboard RightArrow
- program EditMode
}
# DIGITAL STEER LEFT
steer_left {
+ keyboard LeftArrow
- program EditMode
}
Steering with mouse, steering with keyboard.
Code:
# PITCHING CONTROLS
# ANALOG PITCH
pitch {
+ mouse VertPos
- program ControlMode
- keyboard Tab
}
# DIGITAL PITCH UP
pitch_up {
+ keyboard C
- program EditMode
}
# DIGITAL PITCH DOWN
pitch_down {
+ keyboard F
- program ControlMode
}
Aiming up and down with mouse and keyboard. If you want to be able to aim up and down while pressing TAB, make one small change:
Code:
# ANALOG PITCH
pitch {
+ mouse VertPos
- program ControlMode
#- keyboard Tab
}
Add a # symbol to disable that part. I personally found this annoying and made that change, but to each his own. As for aiming (pitching) up and down with the keyboard, I haven't found any use for that, since I use the mouse. I disabled those in my Input.map file by placing a # on each line.
Code:
# STRAFING CONTROLS
# DIGITAL STRAFE RIGHT
strafe_right {
+ keyboard D
- program EditMode
}
# DIGITAL STRAFE LEFT
strafe_left {
+ keyboard A
- program EditMode
}
# JUMP CONTROLS
jump {
+ keyboard E
- keyboard LeftControl
- program EditMode
}
Strafing right and left is handy for dodging bullets and stuff. Jumping is useful for climbing with tank/cushioning landing or running away as a pilot. I only encountered one small annoyance with the jump button, I couldn't jump while holding Left Control, so I disabled that part with the # symbol in my file.
Code:
# WEAPON CONTROLS
# TRIGGER CURRENT WEAPON
weapon_fire {
+ mouse LeftBtn
- keyboard LeftShift
- program ControlMode
}
weapon_fire {
+ keyboard Insert
- program EditMode
}
# CYCLE WEAPON SELECTION
weapon_cycle {
+ mouse RightBtn
- keyboard LeftShift
- program ControlMode
}
weapon_cycle {
+ keyboard KeypadEnter
- program EditMode
}
Firing your weapons and changing weapons. You probably won't need a button on the keyboard for firing or switching weapons, so feel free to disable them with # symbols if you want.
Code:
# LINK SIMILAR WEAPONS
weapon_link {
+ keyboard L
- program EditMode
}
This one is a very common button you will most likely want to change. This is how you link your 2 Cannons together while driving a Grizzly or Czar, link your 2 rocket weapons together while driving a Wolverine or Tusker, etc.
Code:
# SELECT A PARTICULAR HARDPOINT
weapon_select_0 {
+ keyboard F8
- keyboard LeftShift
}
weapon_select_1 {
+ keyboard F9
- keyboard LeftShift
}
weapon_select_2 {
+ keyboard F10
- keyboard LeftShift
}
weapon_select_3 {
+ keyboard F11
- keyboard LeftShift
}
weapon_select_4 {
+ keyboard F12
- keyboard LeftShift
}
Here, we have something interesting and potentially very useful.
F8 and F9 are the famous "weapon split" keys when used in any vehicle with 2 of the same weapon in the first 2 slots. You can press F9 to unlink your rockets in a bomber and left click to fire 1 rocket, then press the link similar weapons key (default L) and left click to fire the 2nd rocket. For splitting dual mags, charge both of them. When you press F8 or F9, one mag will fire. To fire the second mag, release the mouse.
F9, F10, and F11 can be used to switch to a different weapon instantly. If you hold CTRL while pressing them, you will link your currently selected weapon(s) with another weapon, or unlink/deactivate it if it's already linked. For example in a Grizzly you can link your thumper with your other weapons with CTRL+F10, or CTRL+F11 in a Czar.
F12 is not used. That is the 5th weapon, and no stock unit in BZ has 5 weapons. Of course F8-F11 are not the most convenient in the middle of a fight, so feel free to change them to some other more convenient key.
Code:
# MISCELLANEOUS CONTROLS
# EJECT FROM VEHICLE
eject {
+ keyboard B
+ keyboard LeftControl
- program EditMode
- keyboard LeftShift
}
# ABANDON VEHICLE
abandon {
+ keyboard H
- program EditMode
}
# DEPLOY/UNDEPLOY VEHICLE
deploy {
+ keyboard K
- program EditMode
}
Eject is CTRL+B by default. When you eject, you exit your vehicle vertically relative to your orientation and velocity, and your vehicle explodes. When you press H, you hop out of your vehicle without destroying it. When you press K you can scavenge in a scavenger, deploy in a turret or howitzer, pick up an object in a tug, and deploy soldiers with an APC.
Code:
# TARGETING CONTROLS
# TARGET THE FRONTAL OBJECT
frontal_target {
+ keyboard T
- program EditMode
}
# DROP A NAV BEACON
drop_beacon {
+ keyboard P
- program EditMode
}
# CYCLE THROUGH NAV BEACONS
cycle_beacon {
+ keyboard N
- program EditMode
}
Pressing T will target an enemy object if it has a radar signature or there is a line of sight. A tank using Red Field cannot be targeted and has no radar signature. Pressing P will drop a Nav Beacon. Primarily useful as staging points, spy cameras, and whatever else you can think of in strategy, they are also useful for blocking weapon fire, especially homing missiles like Hornets. Pressing N will cycle through your beacons, starting with the first beacon if no beacon is selected.
Code:
# VIEWPOINT CONTROLS
# TRACK PITCH UP
track_pitch_plus {
+ keyboard GreyUpArrow
}
# TRACK PITCH DOWN
track_pitch_minus {
+ keyboard GreyDownArrow
}
# TRACK YAW RIGHT
track_yaw_plus {
+ keyboard GreyRightArrow
}
# TRACK YAW LEFT
track_yaw_minus {
+ keyboard GreyLeftArrow
}
In SHIFT+F4 view, these can be used to move the camera around.
Code:
# INCREASE ZOOM FACTOR
zoom_factor_plus {
+ keyboard GreyPlus
}
zoom_factor_plus {
+ keyboard Equal
}
# DECREASE ZOOM FACTOR
zoom_factor_minus {
+ keyboard GreyMinus
}
zoom_factor_minus {
+ keyboard Minus
}
# RESET ZOOM FACTOR
zoom_factor_reset {
+ keyboard GreyInsert
}
Zoom in and out and reset default zoom in any view.
Code:
# TERRAIN EDIT CONTROLS
# LEFT MOUSE
edit_lmouse {
+ mouse LeftBtn
+ program ControlMode
+ program EditMode
}
# RIGHT MOUSE
edit_rmouse {
+ mouse RightBtn
+ program ControlMode
+ program EditMode
}
# SHIFT KEY
edit_shift {
+ keyboard LeftShift
+ program EditMode
}
# CONTROL KEY
edit_control {
+ keyboard LeftControl
+ program EditMode
}
# COPY SELECTION
edit_copy {
+ keyboard LeftControl
+ keyboard c
+ program EditMode
}
# PASTE SELECTION
edit_paste {
+ keyboard LeftControl
+ keyboard v
+ program EditMode
}
# UNDO LAST ACTION
edit_undo {
+ keyboard LeftControl
+ keyboard z
+ program EditMode
}
# SCROLL RIGHT
edit_right {
+ keyboard RightArrow
+ program EditMode
}
# SCROLL LEFT
edit_left {
+ keyboard LeftArrow
+ program EditMode
}
# SCROLL UP
edit_up {
+ keyboard UpArrow
+ program EditMode
}
# SCROLL DOWN
edit_down {
+ keyboard DownArrow
+ program EditMode
}
# GET TILE MATERIAL
edit_eyedropper {
+ keyboard I
+ program EditMode
}
# ROTATE TILE
edit_rotate {
+ keyboard R
+ program EditMode
}
# FLIP TILE VERTICALLY
edit_vertflip {
+ keyboard V
+ program EditMode
}
# FLIP TILE HORIZONTALLY
edit_horizflip {
+ keyboard H
+ program EditMode
}
# PAINT TERRAIN
edit_paint {
+ keyboard P
+ program EditMode
}
# PLACE SOLID TILE
edit_solid {
+ keyboard S
+ program EditMode
}
# PLACE CAP TILE
edit_cap {
+ keyboard C
+ program EditMode
}
# PLACE DIAGONAL TILE
edit_diag {
+ keyboard D
+ program EditMode
}
# SELECT ALTERNATE
edit_alternate {
+ keyboard A
+ program EditMode
}
# TOGGLE WIREFRAME
edit_wireframe {
+ keyboard W
+ program EditMode
}
# TOGGLE COLOR MODE
edit_wirecolor {
+ keyboard Tab
+ program EditMode
}
# TOGGLE MAP ELEVATION/MATERIAL
edit_maptype {
+ keyboard Tab
+ keyboard LeftControl
+ program EditMode
}
The rest of these controls are for the map editor and probably shouldn't be changed.
If this isn't informative enough, let me know what I need to explain better.
