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Jun 5th, 2014
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  1. <!-- Flight X HOTAS -->
  2. <!-- js2 = joystick -->
  3. <ActionMaps version="0" >
  4.     <actionmap name="spaceship_view">
  5.  
  6.         <!-- Cockpit view controls. -->
  7.         <!-- To bind to an analog device, use v_view_yaw and v_view_pitch. -->
  8.         <action name="v_view_yaw_left">
  9.             <rebind device="joystick" input="js2_hat1_right" />
  10.         </action>
  11.         <action name="v_view_yaw_right">
  12.             <rebind device="joystick" input="js2_hat1_left" />
  13.         </action>
  14.         <action name="v_view_pitch_up">
  15.             <rebind device="joystick" input="js2_hat1_up" />
  16.         </action>
  17.         <action name="v_view_pitch_down">
  18.             <rebind device="joystick" input="js2_hat1_down" />
  19.         </action>
  20.  
  21.         <!-- Switches camera views. -->
  22.         <action name="v_view_cycle_fwd">
  23.             <rebind device="joystick" input="js2_button12" />
  24.         </action>
  25.  
  26.         <!-- This is the zoom feature. -->
  27.         <action name="v_view_dynamic_focus_toggle">
  28.             <rebind device="joystick" input="js2_button7" />
  29.         </action>
  30.     </actionmap>
  31.     <actionmap name="spaceship_movement">
  32.  
  33.         <!-- Yay, normal pitch, yaw, and roll. -->
  34.         <action name="v_pitch">
  35.             <rebind device="joystick" input="js2_y" />
  36.         </action>
  37.         <action name="v_yaw">
  38.             <rebind device="joystick" input="js2_x" />
  39.         </action>
  40.         <action name="v_roll">
  41.             <rebind device="joystick" input="js2_rotz" />
  42.         </action>
  43.  
  44.         <!-- Throttle. -->
  45.         <!-- You can use throttlex, throttley, and throttlez.  Those binds don't allow negative axis values. -->
  46.         <action name="v_throttle">
  47.             <rebind device="joystick" input="js2_throttlez" />
  48.         </action>
  49.  
  50.         <!-- Match target velocity. -->
  51.         <action name="v_target_match_vel">
  52.             <rebind device="joystick" input="js2_button6" />
  53.         </action>
  54.  
  55.         <!-- Go fast button. -->
  56.         <action name="v_afterburner">
  57.             <rebind device="joystick" input="js2_button5" />
  58.         </action>
  59.  
  60.         <!-- Toggle decoupled mode (slide erry day) -->
  61.         <action name="v_ifcs_toggle_vector_decoupling">
  62.             <rebind device="joystick" input="js2_button9" />
  63.         </action>
  64.  
  65.         <!-- These NEED to be bound or else your view goes crazy in decoupled mode. -->
  66.         <!-- Use the same values for your pitch, yaw, and roll. -->
  67.         <!-- Roll doesn't work unfortunately. -->
  68.         <action name="v_newtonian_yaw">
  69.             <rebind device="joystick" input="js2_x" />
  70.         </action>
  71.         <action name="v_newtonian_pitch">
  72.             <rebind device="joystick" input="js2_y" />
  73.         </action>
  74.         <!-- <action name="v_newtonian_roll_left">
  75.             <rebind device="joystick" input="js1_z" />
  76.         </action> -->
  77.         <!-- <action name="v_newtonian_brake">
  78.             <joystick input="" />
  79.         </action> -->
  80.  
  81.         <!-- Dodging while in decoupled mode. -->
  82.         <!-- These don't do anything when not in decoupled mode. -->
  83.         <action name="v_strafe_up">
  84.             <rebind device="keyboard" input="js2_button3" />
  85.         </action>
  86.         <action name="v_strafe_down">
  87.             <rebind device="keyboard" input="js2_button5" />
  88.         </action>
  89.         <action name="v_strafe_left">
  90.             <rebind device="keyboard" input="js2_button6" />
  91.         </action>
  92.         <action name="v_strafe_right">
  93.             <rebind device="keyboard" input="js2_button4" />
  94.         </action>
  95.         <!-- <action name="v_strafe_forward">
  96.             <rebind device="keyboard" input="" />
  97.         </action>
  98.         <action name="v_strafe_back">
  99.             <rebind device="keyboard" input="" />
  100.         </action> -->
  101.  
  102.         <!-- Toggles G-SAFE/COMSTAB modes. -->
  103.         <action name="v_ifcs_toggle_safety">
  104.             <rebind device="joystick" input="js2_button10" />
  105.         </action>
  106.  
  107.         <!-- Does this do anything?  Who knows! -->
  108.         <action name="v_shield_reset_level">
  109.             <rebind device="keyboard" input="js3_button8" />
  110.         </action>
  111.  
  112.         <!-- Invert the roll.  Will this work? -->
  113.         <!-- Probably have to hijack an existing cvar. -->
  114.         <options>
  115.             <option invert_cvar="v_pedalInvert">
  116.                 <optiondata input="js1_z" />
  117.             </option>
  118.         </options>
  119.  
  120.     </actionmap>
  121.     <actionmap name="spaceship_targeting">
  122.  
  123.         <action name="v_target_cycle_all_fwd">
  124.             <rebind device="joystick" input="js3_button11" />
  125.         </action>
  126.         <action name="v_target_cycle_all_back">
  127.             <rebind device="joystick" input="js3_button13" />
  128.         </action>
  129.         <action name="v_target_missile_lock_focused">
  130.             <rebind device="joystick" input="js2_button2" />
  131.         </action>
  132.         <action name="v_target_cycle_hostile_fwd">
  133.             <rebind device="joystick" input="js3_button12" />
  134.         </action>
  135.         <action name="v_target_nearest_hostile">
  136.             <rebind device="joystick" input="js2_button3" />
  137.         </action>
  138.  
  139.         <!-- Pin focused enemy. -->
  140.         <action name="v_target_toggle_pinned_focused">
  141.             <rebind device="joystick" input="js3_button3" />
  142.         </action>
  143.  
  144.     </actionmap>
  145.     <actionmap name="spaceship_weapons">
  146.  
  147.         <action name="v_attack1_group1">
  148.             <rebind device="joystick" input="js2_button1" />
  149.         </action>
  150.         <action name="v_attack1_group2">
  151.             <rebind device="joystick" input="js2_button8" />
  152.         </action>
  153.         <action name="v_attack1_group3">
  154.             <rebind device="joystick" input="js3_button5" />
  155.         </action>
  156.         <!-- Group 4 can also be bound somewhere. -->
  157.  
  158.     </actionmap>
  159.     <actionmap name="spaceship_missiles">
  160.  
  161.         <!-- All your missile needs (probably). -->
  162.         <action name="v_weapon_launch_missile">
  163.             <rebind device="joystick" input="js2_button4" />
  164.         </action>
  165.  
  166.     </actionmap>
  167.     <actionmap name="spaceship_defensive">
  168.  
  169.         <!-- Oh shit oh shit -->
  170.         <action name="v_weapon_launch_countermeasure">
  171.             <rebind device="joystick" input="js3_button4" />
  172.         </action>
  173.  
  174.         <!-- Cycle countermeasures. -->
  175.         <!-- I have no clue of the purpose of this. -->
  176.         <action name="v_weapon_cycle_countermeasure_fwd">
  177.             <rebind device="joystick" input="js3_button9" />
  178.         </action>
  179.     </actionmap>
  180. </ActionMaps>
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