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].