Battlezone 1

Community Forum
Home Page Home Page Home Page
  Register
Login 

Delete all board cookies


Contact Us | All times are UTC



Welcome
Welcome to Battlezone 1 Forum!

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!


Home Page Home Page  [ 13 posts ] 
 
Previous topic | Next topic 
Author Message
Offline 
 Post subject: Custom Controls Tutorial
PostPosted: February 11th, 2010, 7:24 am 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
Editing Gamekey.map

Input.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.map

This 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. :)


Top
 Profile  
 
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: February 13th, 2010, 1:49 pm 
User avatar

Joined: July 7th, 2009, 2:48 pm
Posts: 83
Location: Unknown
Very nice tutorial! :)

Hope you don't mind me posting in this thread.

There is one button that I find important that is not mentioned above, and that's the middle button of the mouse. Most mouses (mice?) of today have a wheel that you can push down. I use it for linking weapons, but I guess it could be used for whatever. Since you already have your hand on the mouse is an easy button to use.

Code:
# LINK SIMILAR WEAPONS
weapon_link {
   + mouse MiddleBtn
- program EditMode
}


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: February 13th, 2010, 10:13 pm 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
Sure, everybody can post here, covering anything I missed like the middle mouse button, and even discuss customizations they've made to their controls. I actually haven't assigned anything to my middle mouse button/scroll wheel. I link weapons with the V key.

"mouses (mice?)"

English is funny that way. The correct word for more than 1 (plural) mouse is "mice". :P


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 11th, 2010, 5:43 am 
User avatar

Joined: March 6th, 2009, 3:06 am
Posts: 232
Location: Republic Command Post
Hmm I hope this helps with Joysticks, I'm trying to get my BZ joystic to match the controls for BZ on the N64


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2010, 8:45 am 

Joined: November 5th, 2009, 10:17 pm
Posts: 591
Location: Ă…hus, Sweden
Quote:
# 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
}





what have you ppl changed this in 2, would like 2 know so i can improve my own


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2010, 10:12 am 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
I customized my hardpoint controls like this:
Code:
# SELECT A PARTICULAR HARDPOINT
weapon_select_0 {
   + keyboard   F8
   - keyboard   LeftShift
   + keyboard   LeftControl
}

weapon_select_1 {
   + keyboard   R
   - keyboard   LeftShift
}

weapon_select_2 {
   + keyboard   F
   - keyboard   LeftShift
   + keyboard   LeftControl
}

weapon_select_3 {
   + keyboard   C
   - keyboard   LeftShift
   + keyboard   LeftControl
}

weapon_select_4 {
   + keyboard   F12
   - keyboard   LeftShift
   + keyboard   LeftControl
}

Since I wanted hardpoint 2 on R key, I change L to do repeat audio instead of R, and I had V link weapons instead of L.

Hardpoint 1 (F8) is unchanged because I haven't found a need for it, and hardpoint 5 (F12) is of course unchanged, because no ship in the game has a weapon in slot 5. I also made hardpoints 3 and 4 (F10 and F11) only work when CTRL is pressed, because I don't want to switch to them, only link them with previously selected weapons.


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: March 12th, 2011, 6:00 am 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
I found something interesting. If you want to map something to the Tilde (~) key in Input.map, the code is:
Code:
+ keyboard   BackQuote

This took me a while to figure out. It wasn't very obvious to me. I did the research online and all I could find was "Tilde" and "Grave Accent".


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2012, 6:59 am 

Joined: April 10th, 2012, 2:07 pm
Posts: 10
Well I would Like to Know how to change the analog stick in the file!
so when i move the stick up/down i run/walk forwards/backwards and left/right for strafing!

you see i use a combo setup to play any game with a Playstation 2 gamepad "left hand" Keyboard "idal in the middle" and mouse in the "right hand" and a voice activation program called "Game commander" for shouting out other commands/macros that wont fit on mouse/gamepad

and i use for the game pad "Pinnacle Game Profiler" for very complexed macro's and stuff like 1 buttion to do 4 actions bast on how i hit the buttion! oh and Pinnacle Game Profiler is the best joy pad software on the planet really! it is worth the money.

it is a littil to step on the cpu but for all that you can do with it it is a far trad-off!

any way i need to know how to setup the axis for run/walk and stafeing.
i could use Pinnacle Game Profiler to setup walk/run on the analog stick but i would rather use real analog in-game

thanks

SecretSnake55


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2012, 7:08 am 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
Joystick is somewhere else, in the "giddi" folder.

The "XBOX" configuration might be able to provide a good example but...
Spoiler:
Image

I think Ken messed up the line breaks.

Fixed:
Spoiler:
Image

Spoiler:
Code:
# BATTLEZONE
# Input Mapping
# Xbox 360 Controller

# OVERVIEW CONTROLS

# X POSITION CONTROL
cmd_x {
   + joystick1   HorizPos
   + program   ControlMode
}

# Y POSITION CONTROL
cmd_y {
   + joystick1   VertPos
   + program   ControlMode
}

# LEFT MOUSE CLICK
cmd_lclick {
   + joystick1   Button1
   + program   ControlMode
}

# LEFT MOUSE HOLD
cmd_lhold {
   + joystick1   Button1
   + program   ControlMode
}

# RIGHT MOUSE CLICK
cmd_rclick {
   + joystick1   Button2
   + program   ControlMode
}

# RIGHT MOUSE HOLD
cmd_rhold {
   + joystick1   Button2
   + program   ControlMode
}


# DRIVING CONTROLS

# ANALOG STEER
steer {
   - joystick1   USlider
}

# ANALOG PITCH
pitch {
   + joystick1   Rudder
}

# ANALOG STRAFE
strafe {
   + joystick1   HorizPos
}

# ANALOG THROTTLE
throttle {
   - joystick1   VertPos
}

# ACTIVATE JUMP
jump {
   + joystick1   Button9
}

# ACTIVATE DEPLOY
deploy {
   + joystick1 Button2
}

# ACTIVATE ABANDON
abandon {
   + joystick1 Button4
}

# ACTIVATE EJECT
abandon {
   + joystick1 Button2
   + joystick1 Button4
}

# ACTIVATE TARGET
frontal_target {
   + joystick1   Button10
}

# WEAPON CONTROLS

# TRIGGER CURRENT WEAPON
weapon_fire {
   + joystick1   ThrottleNeg
}

# CYCLE WEAPON SELECTION
weapon_cycle {
   + joystick1   Button6
}

# MENU SELECTION
menu_cycle {
   + program   AlwaysOn
   - program   EditMode
}
menu_up {
   + joystick1   HatUp
}
menu_down {
   + joystick1   HatDown
}
menu_next {
   + joystick1   HatRight
}
menu_back {
   + joystick1   HatLeft
}
menu_press {
   + joystick1   ThrottlePos
}
alt_press {
   + joystick1   Button5
}


Attachments:
xbox.zip [655 Bytes]
Downloaded 1 time
Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2012, 7:19 am 

Joined: April 10th, 2012, 2:07 pm
Posts: 10
WoW #Sporkinator your quick on the ball i just posted the reply!

and thanks i will go over it all! thanks agein!

i cant really play right now on this garbage laptop but i can fix it all the way i like now so when i can play i can just start playing :P

SecretSnake55!


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 16th, 2012, 10:24 pm 
User avatar

Joined: March 1st, 2011, 5:00 am
Posts: 386
Location: Blowing CCA to shreds... anywhere anytime
Great job with the tutorial! There are so many useful facets to BZ that you never know of! Thanks for sharing this practical information.


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 17th, 2012, 10:39 pm 
User avatar

Joined: November 24th, 2011, 5:12 pm
Posts: 151
Location: Pennsylvania, U.S.A
Fly wrote:
Very nice tutorial! :)

Hope you don't mind me posting in this thread.

There is one button that I find important that is not mentioned above, and that's the middle button of the mouse. Most mouses (mice?) of today have a wheel that you can push down. I use it for linking weapons, but I guess it could be used for whatever. Since you already have your hand on the mouse is an easy button to use.

Code:
# LINK SIMILAR WEAPONS
weapon_link {
   + mouse MiddleBtn
- program EditMode
}



I find that the middle mouse button, (mouse 3) is amazing when set for the special weapon.
NOW I CAN USE THUMPER WITHOUT HAVING TO STOP CHARGING MY MAGS:)!!
great tutorial!


Top
 Profile  
 
Offline 
 Post subject: Re: Custom Controls Tutorial
PostPosted: April 17th, 2012, 11:30 pm 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 4002
I'd like to eventually make a user-friendly interface for setting up controls, so that even a complete newbie could do it, but I haven't worked out the best way to do that yet.

For example, Bz Config edits render.cfg, I hope to make a Control Configuration that edits Input.map and maybe Gamekey.map. Actually, I'd like to have all the controls from Gamekey.map moved to Input.map because Input.map is much more flexible. For example, I can't assign ALLIE_TOGGLE or RADAR_TOGGLE to anything on the mouse, even if I wanted to.


Top
 Profile  
 
Display posts from previous:  Sort by  
Home Page Home Page  [ 13 posts ] 

Contact Us | All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  

Donate Now
Donate Now


Powered by Skin-Lab © Alpha Trion
suspicion-preferred