ADVANCED
TIPS
NOT UPDATED YET- SOME TIME THIS WEEKEND FEB 1
2003 I have also provide a single download that
provides pre-made cfml files for alot of these
tips, the download also contains keyboard/mouse
only cfml's.
Fine Tune
Turrets
Basically, i
set the keys i want in the keyboard axis screen to
40% for down or left and 60% for up or right, then
i save and go into the tank.cfml and look under
the turret elevate function or turret traverse
function and change the value setting in the
keyabsolute tag closer to 50%. since 40% is down
or left, i change where it says value="40" to
value="44". since 44 is closer to 50 than 40 is,
it will move slower. same for above 50%, i would
change value="60" to value="56". note:on turrets
there is a built in deadband of 5 on either side
of 50 so the slowest number you can enter is 44 or
56 [depending on the direction]. make both
directions are equally apart from 50 or going in
one direction will travel at a different speed
than the other direction.here's the cfml for
turrets after i map them in the keymapper.
<control function="turret
traverse"> <joyaxis
stick="1">x</joyaxis> <keyabsolute
value="40" onrelease="50"
index="4"> <key>left
arrow</key> </keyabsolute> <keyabsolute
value="60" onrelease="50"
index="6"> <key>right
arrow</key> </keyabsolute> </control> <control
function="turret elevate"> <joyaxis
stick="1">y</joyaxis> <keyabsolute
value="40" onrelease="50"
index="4"> <key>down
arrow</key> </keyabsolute> <keyabsolute
value="60" onrelease="50"
index="6"> <key>up
arrow</key> </keyabsolute> </control>
Now what i do is modify the values as such
<control function="turret
traverse"> <joyaxis
stick="1">x</joyaxis> <keyabsolute
value="44" onrelease="50"
index="4"> <key>left
arrow</key> </keyabsolute> <keyabsolute
value="56"onrelease="50"
index="6"> <key>right
arrow</key> </keyabsolute> </control> <control
function="turret elevate"> <joyaxis
stick="1">y</joyaxis> <keyabsolute
value="44" onrelease="50"
index="4"> <key>down
arrow</key> </keyabsolute> <keyabsolute
value="56"onrelease="50"
index="6"> <key>up
arrow</key> </keyabsolute> </control>
Then save the file.
Try out different values to find the ones that
are comfy for you. remember, closer to 50 the
slower, keep the distances even, and below 50 is
left/down and over 50 is up/right.this can be done
for any turret, not just tanks. make sure if you
don't cross map keys such as deploy in the
stug.note:if you get stuttering when moving the
turret with these controls, be sure to up your
joystick deadband on both the x and y axis on the
calibration screen because you are getting spikes.
remember: you can rename the calib file for a
category or specific vehicle. [such as tank.calib
and when you take out a tank, that calibration
file is used instead of the global one]
Infantry auto crouch and auto aim
[thanks to dtip for this one]
Simply add
the mouse wheel
[<mouseaxis>z</mouseaxis>] under
croutch and aim in the cfml. now when you move
the mousewheel your trooper will go into a crouch
and aim and will stay that way. to release him
from it, press the regular key you use for crouch
or aim. [the aim key will only deactivate the
auto-aim, and the croutch key will only deactivate
the auto-crouch] if you just use the defaults for
crouch and aim, paste this code in there...[if you
don't have a infantry cfml file, simply map
something in the keymapper under TROOP/ALL then
save and poof you have one]
<control
function="crouch"> <mouseaxis>z</mouseaxis> </control> <control
function="gunsight"> <mouseaxis>z</mouseaxis> </control>
Freeing up your POV hat for
tanks.
Any thing
that is set in veiws or general can be overriden
by simply placing those functions in the category
or specific vehicle cfml. you just need to blank
it out basically. so in the tank cfml you would
paste this..
<control function="Look
Forward"> <key
index="1"></key> </control> <control
function="Look Up"> <key
index="1"></key> </control> <control
function="Look Forward + Right"> <key
index="1"></key> </control> <control
function="Look Forward + Left"> <key
index="1"></key> </control> <control
function="Look Right"> <key
index="1"></key> </control> <control
function="Look Left"> <key
index="1"></key> </control> <control
function="Look Back + Right"> <key
index="1"></key> </control> <control
function="Look Back + Left"> <key
index="1"></key> </control> <control
function="Look Forward + Up"> <key
index="1"></key> </control> <control
function="Look Forward + Right +
Up"> <key
index="1"></key> </control> <control
function="Look Forward + Left + Up"> <key
index="1"></key> </control> <control
function="Look Right + Up"> <key
index="1"></key> </control> <control
function="Look Left + Up"> <key
index="1"></key> </control> <control
function="Look Back + Right + Up"> <key
index="1"></key> </control> <control
function="Look Back + Left + Up"> <key
index="1"></key> </control> <control
function="Look Forward + Down"> <key
index="1"></key> </control> <control
function="Look Forward + Right +
Down"> <key
index="1"></key> </control> <control
function="Look Forward + Left +
Down"> <key
index="1"></key> </control> <control
function="Look Right + Down"> <key
index="1"></key> </control> <control
function="Look Left + Down"> <key
index="1"></key> </control> <control
function="Look Back + Right + Down"> <key
index="1"></key> </control> <control
function="Look Back + Left + Down"> <key
index="1"></key> </control>
Notice the use of
index here just removes the view function from the
secondary collumn. if you wanted to remove both
collumns [all view functions] just add
<key></key> between each control
function. or if you mapped your pov hat to the
first collumn just remove the index="1" tags.now
if you wanted to switch out or around some of the
general functions, just simply add those control
functions to your cfml file [either category or
specific vehicle].
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