CFML FILES AND CODING
Before reading through this section be sure
you have reviewed the basic part of the keymapper
manual thouroughly.
CFML
files are your keymapper save files and also the
name of the code used in those files. CRS created
this code and it is XML based and
really easy to learn. All CFML
files that are used by the game are contained in
the CFML Folder in the
ww2ol\data folder. They cannot be
in any subfolders or any other folder and be
recognised by the game. If you do not have a
CFML Folder, don't panic, just
means you haven't run the game and changed a
keymap [which is when the game creates the
folder]. you can either simply create a folder
named CFML in the
ww2ol\data folder or run the game
and go into the keymapper and change something.
CFML files can be opened and
edited with notepad or dreamweaver [or other html
type program]. The CFML Folder
also containes a file called global.calib, this is
your calibration file for your joysticks and
mouse.
How the game uses CFML files
The
CFML filing system is a tiered
proprietary file system, meaning there are three
basic files for control of a vehicle.
default,
category, and the
specific vehicle. the
defaults are hard coded and not
shown as a file in a folder. What's contained in
the CFML Folder is only what is
changed from the
defaults. If a function is not
listed in the CFML
category or specific
vehicle file, the
defaults are used. now a
proprietary system means the functions assigned in
a specific vehicles
CFML will override the same
assignment in the category cfml while the
functions assigned in the category cfml override
the hardcoded defaults.
I know
this sounds a little confusing but it's really
not, think of it as an overlay where the same
functions get covered over when you place a file
overtop of another with the specific
vehicle being on top, the
category being in the middle, and
the defaults being on the bottom
[and not shown in a cfml file, so if there isn't a
header for a function it means it's set to the
defualts]. What shows through
will be mapped to that specific
vehicle. One thing to remember is that
you have secondary buttons or keyboard axes for
most functions, so you need to be aware that you
might only be overriding one side of the two
keymapper collumns. [the how to is explained
further down].
Below is a highly simplified (i
didn't use all of the functions) visual
representation to help explain, we'll say we chose
a truck to drive in game. Here's a really basic
idea of how the game decides what is keymapped for
it, let's say we chose to spawn the british laffy
truck and in the keymapper we had mapped the truck
ALL file {the map for every
truck) like this..

And that we specifically mapped the
Laffy this way...

remember, i do not show all of the
code for the defaults just to keep it
simple...
.