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- <!-- Flight X HOTAS -->
- <!-- js2 = joystick -->
- <ActionMaps version="0" >
- <actionmap name="spaceship_view">
- <!-- Cockpit view controls. -->
- <!-- To bind to an analog device, use v_view_yaw and v_view_pitch. -->
- <action name="v_view_yaw_left">
- <rebind device="joystick" input="js2_hat1_right" />
- </action>
- <action name="v_view_yaw_right">
- <rebind device="joystick" input="js2_hat1_left" />
- </action>
- <action name="v_view_pitch_up">
- <rebind device="joystick" input="js2_hat1_up" />
- </action>
- <action name="v_view_pitch_down">
- <rebind device="joystick" input="js2_hat1_down" />
- </action>
- <!-- Switches camera views. -->
- <action name="v_view_cycle_fwd">
- <rebind device="joystick" input="js2_button12" />
- </action>
- <!-- This is the zoom feature. -->
- <action name="v_view_dynamic_focus_toggle">
- <rebind device="joystick" input="js2_button7" />
- </action>
- </actionmap>
- <actionmap name="spaceship_movement">
- <!-- Yay, normal pitch, yaw, and roll. -->
- <action name="v_pitch">
- <rebind device="joystick" input="js2_y" />
- </action>
- <action name="v_yaw">
- <rebind device="joystick" input="js2_rotz" />
- </action>
- <action name="v_roll">
- <rebind device="joystick" input="js2_x" />
- </action>
- <!-- Throttle. -->
- <!-- You can use throttlex, throttley, and throttlez. Those binds don't allow negative axis values. -->
- <action name="v_throttle">
- <rebind device="joystick" input="js2_throttlez" />
- </action>
- <!-- Match target velocity. -->
- <action name="v_target_match_vel">
- <rebind device="joystick" input="js2_button6" />
- </action>
- <!-- Go fast button. -->
- <action name="v_afterburner">
- <rebind device="joystick" input="js2_button5" />
- </action>
- <!-- Toggle decoupled mode (slide erry day) -->
- <action name="v_ifcs_toggle_vector_decoupling">
- <rebind device="joystick" input="js2_button9" />
- </action>
- <!-- These NEED to be bound or else your view goes crazy in decoupled mode. -->
- <!-- Use the same values for your pitch, yaw, and roll. -->
- <!-- Roll doesn't work unfortunately. -->
- <action name="v_newtonian_yaw">
- <rebind device="joystick" input="js2_x" />
- </action>
- <action name="v_newtonian_pitch">
- <rebind device="joystick" input="js2_y" />
- </action>
- <!-- <action name="v_newtonian_roll_left">
- <rebind device="joystick" input="js1_z" />
- </action> -->
- <!-- <action name="v_newtonian_brake">
- <joystick input="" />
- </action> -->
- <!-- Dodging while in decoupled mode. -->
- <!-- These don't do anything when not in decoupled mode. -->
- <action name="v_strafe_up">
- <rebind device="keyboard" input="js2_button3" />
- </action>
- <action name="v_strafe_down">
- <rebind device="keyboard" input="js2_button5" />
- </action>
- <action name="v_strafe_left">
- <rebind device="keyboard" input="js2_button6" />
- </action>
- <action name="v_strafe_right">
- <rebind device="keyboard" input="js2_button4" />
- </action>
- <!-- <action name="v_strafe_forward">
- <rebind device="keyboard" input="" />
- </action>
- <action name="v_strafe_back">
- <rebind device="keyboard" input="" />
- </action> -->
- <!-- Toggles G-SAFE/COMSTAB modes. -->
- <action name="v_ifcs_toggle_safety">
- <rebind device="joystick" input="js2_button10" />
- </action>
- <!-- Does this do anything? Who knows! -->
- <action name="v_shield_reset_level">
- <rebind device="keyboard" input="js3_button8" />
- </action>
- <!-- Invert the roll. Will this work? -->
- <!-- Probably have to hijack an existing cvar. -->
- <options>
- <option invert_cvar="v_pedalInvert">
- <optiondata input="js1_z" />
- </option>
- </options>
- </actionmap>
- <actionmap name="spaceship_targeting">
- <action name="v_target_cycle_all_fwd">
- <rebind device="joystick" input="js3_button11" />
- </action>
- <action name="v_target_cycle_all_back">
- <rebind device="joystick" input="js3_button13" />
- </action>
- <action name="v_target_missile_lock_focused">
- <rebind device="joystick" input="js2_button2" />
- </action>
- <action name="v_target_cycle_hostile_fwd">
- <rebind device="joystick" input="js3_button12" />
- </action>
- <action name="v_target_nearest_hostile">
- <rebind device="joystick" input="js2_button3" />
- </action>
- <!-- Pin focused enemy. -->
- <action name="v_target_toggle_pinned_focused">
- <rebind device="joystick" input="js3_button3" />
- </action>
- </actionmap>
- <actionmap name="spaceship_weapons">
- <action name="v_attack1_group1">
- <rebind device="joystick" input="js2_button1" />
- </action>
- <action name="v_attack1_group2">
- <rebind device="joystick" input="js2_button8" />
- </action>
- <action name="v_attack1_group3">
- <rebind device="joystick" input="js3_button5" />
- </action>
- <!-- Group 4 can also be bound somewhere. -->
- </actionmap>
- <actionmap name="spaceship_missiles">
- <!-- All your missile needs (probably). -->
- <action name="v_weapon_launch_missile">
- <rebind device="joystick" input="js2_button4" />
- </action>
- </actionmap>
- <actionmap name="spaceship_defensive">
- <!-- Oh shit oh shit -->
- <action name="v_weapon_launch_countermeasure">
- <rebind device="joystick" input="js3_button4" />
- </action>
- <!-- Cycle countermeasures. -->
- <!-- I have no clue of the purpose of this. -->
- <action name="v_weapon_cycle_countermeasure_fwd">
- <rebind device="joystick" input="js3_button9" />
- </action>
- </actionmap>
- </ActionMaps>
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