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<!-- Flight X HOTAS -->
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<!-- js2 = joystick -->
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<ActionMaps version="0" >
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 	<actionmap name="spaceship_view">
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		<!-- Cockpit view controls. -->
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		<!-- To bind to an analog device, use v_view_yaw and v_view_pitch. -->
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		<action name="v_view_yaw_left">
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			<rebind device="joystick" input="js2_hat1_right" />
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		</action>
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		<action name="v_view_yaw_right">
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			<rebind device="joystick" input="js2_hat1_left" />
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		</action>
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		<action name="v_view_pitch_up">
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			<rebind device="joystick" input="js2_hat1_up" />
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		</action>
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		<action name="v_view_pitch_down">
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			<rebind device="joystick" input="js2_hat1_down" />
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		</action>
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		<!-- Switches camera views. -->
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		<action name="v_view_cycle_fwd">
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			<rebind device="joystick" input="js2_button12" />
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		</action>
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		<!-- This is the zoom feature. -->
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		<action name="v_view_dynamic_focus_toggle">
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			<rebind device="joystick" input="js2_button7" />
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		</action>
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	</actionmap>
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 	<actionmap name="spaceship_movement">
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 		<!-- Yay, normal pitch, yaw, and roll. -->
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		<action name="v_pitch">
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			<rebind device="joystick" input="js2_y" />
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		</action>
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		<action name="v_yaw">
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			<rebind device="joystick" input="js2_x" />
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		</action>
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		<action name="v_roll">
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			<rebind device="joystick" input="js2_rotz" />
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		</action>
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		<!-- Throttle. -->
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		<!-- You can use throttlex, throttley, and throttlez.  Those binds don't allow negative axis values. -->
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		<action name="v_throttle">
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			<rebind device="joystick" input="js2_throttlez" />
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		</action>
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		<!-- Match target velocity. -->
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		<action name="v_target_match_vel">
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			<rebind device="joystick" input="js2_button6" />
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		</action>
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		<!-- Go fast button. -->
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		<action name="v_afterburner">
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			<rebind device="joystick" input="js2_button5" />
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		</action>
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		<!-- Toggle decoupled mode (slide erry day) -->
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		<action name="v_ifcs_toggle_vector_decoupling">
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			<rebind device="keyboard" input="js2_button9" />
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			<rebind device="joystick" input="js2_button9" />
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		</action>
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		<!-- These NEED to be bound or else your view goes crazy in decoupled mode. -->
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		<!-- Use the same values for your pitch, yaw, and roll. -->
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		<!-- Roll doesn't work unfortunately. -->
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		<action name="v_newtonian_yaw">
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			<rebind device="joystick" input="js2_x" />
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		</action>
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		<action name="v_newtonian_pitch">
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			<rebind device="joystick" input="js2_y" />
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		</action>
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		<!-- <action name="v_newtonian_roll_left">
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			<rebind device="joystick" input="js1_z" />
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		</action> -->
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		<!-- <action name="v_newtonian_brake">
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			<joystick input="" />
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		</action> -->
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		<!-- Dodging while in decoupled mode. -->
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		<!-- These don't do anything when not in decoupled mode. -->
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		<action name="v_strafe_up">
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			<rebind device="keyboard" input="js2_button3" />
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		</action>
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		<action name="v_strafe_down">
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			<rebind device="keyboard" input="js2_button5" />
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		</action>
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		<action name="v_strafe_left">
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			<rebind device="keyboard" input="js2_button6" />
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		</action>
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		<action name="v_strafe_right">
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			<rebind device="keyboard" input="js2_button4" />
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		</action>
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		<!-- <action name="v_strafe_forward">
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			<rebind device="keyboard" input="" />
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		</action>
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		<action name="v_strafe_back">
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			<rebind device="keyboard" input="" />
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		</action> -->
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		<!-- Toggles G-SAFE/COMSTAB modes. -->
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		<action name="v_ifcs_toggle_safety">
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			<rebind device="keyboard" input="js2_button10" />
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			<rebind device="joystick" input="js2_button10" />
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		</action>
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		<!-- Does this do anything?  Who knows! -->
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		<action name="v_shield_reset_level">
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			<rebind device="keyboard" input="js2_button8" />
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			<rebind device="keyboard" input="js3_button8" />
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		</action>
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		<!-- Invert the roll.  Will this work? -->
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		<!-- Probably have to hijack an existing cvar. -->
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		<options>
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			<option invert_cvar="v_pedalInvert">
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				<optiondata input="js1_z" />
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			</option>
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		</options>
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	</actionmap>
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 	<actionmap name="spaceship_targeting">
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		<action name="v_target_cycle_all_fwd">
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			<rebind device="joystick" input="js3_button11" />
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		</action>
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		<action name="v_target_cycle_all_back">
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			<rebind device="joystick" input="js3_button13" />
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		</action>
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		<action name="v_target_missile_lock_focused">
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			<rebind device="joystick" input="js3_button2" />
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		</action>
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		<action name="v_target_cycle_hostile_fwd">
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			<rebind device="joystick" input="js3_button12" />
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		</action>
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		<action name="v_target_nearest_hostile">
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			<rebind device="joystick" input="js2_button3" />
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		</action>
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		<!-- Pin focused enemy. -->
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		<action name="v_target_toggle_pinned_focused">
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			<rebind device="joystick" input="js3_button3" />
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		</action>
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	</actionmap>
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 	<actionmap name="spaceship_weapons">
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		<action name="v_attack1_group1">
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			<rebind device="joystick" input="js2_button1" />
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		</action>
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		<action name="v_attack1_group2">
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			<rebind device="joystick" input="js3_button19" />
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			<rebind device="joystick" input="js2_button8" />
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		</action>
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		<action name="v_attack1_group3">
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			<rebind device="joystick" input="js3_button5" />
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		</action>
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		<!-- Group 4 can also be bound somewhere. -->
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	</actionmap>
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 	<actionmap name="spaceship_missiles">
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 		<!-- All your missile needs (probably). -->
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		<action name="v_weapon_launch_missile">
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			<rebind device="joystick" input="js2_button4" />
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		</action>
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	</actionmap>
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 	<actionmap name="spaceship_defensive">
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 		<!-- Oh shit oh shit -->
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		<action name="v_weapon_launch_countermeasure">
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			<rebind device="joystick" input="js3_button4" />
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		</action>
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		<!-- Cycle countermeasures. -->
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		<!-- I have no clue of the purpose of this. -->
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		<action name="v_weapon_cycle_countermeasure_fwd">
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			<rebind device="joystick" input="js3_button9" />
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		</action>
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	</actionmap>
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</ActionMaps>