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Topic: keys.cfg help (Read 2541 times)
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MadFrog
Zebranky food
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Posts: 2
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I'm using the xbox port of the game on my avalaunch browser, and everything works fine except super melee mode. It seems like the developers decided never to finish, and the first controller controls both ships in super melee mode. This is how my keys.cfg looks now, and I would like to configure it so that the two xbox controllers contorl their own ship. Don't care about joystick or d-pad, i'm flexible, or what buttons accelerate, fire, and secondary fire as long as their all functional. If someone could show me how to do it or do it for me I would appreciate it, thanks. # Default UQM input configuration file.
# This is a VCONTROL version 1 config file (UQM 0.3 or later). version 1
# Keyboard control definitions follow this point. Most keys can be # described in a straightforward manner; consult the name table in # src/sc2code/libs/input/sdl/keynames.c for the names of unusual keys. # Most keys can be named by just the symbol they produce.
# Menu controls. Both sets of arrow keys, basically. Paging controls # moving quickly through the file lists in Super Melee. Zooming # controls zoom controls in the starmap. "Cancel" is also used to get # you into menu mode to begin with. There is a "Menu-Special" command # currently unused by the game. It seems to have been originally used # to call up details on starships in the Super Melee selection screen.
# Arrow key controls... Menu-Up: key Up Menu-Down: key Down Menu-Right: key Right Menu-Left: key Left Menu-Page-Up: key PageUp Menu-Page-Down: key PageDown Menu-Zoom-In: key PageUp Menu-Zoom-Out: key PageDown Menu-Select: key Return Menu-Select: key RightControl Menu-Cancel: key Space Menu-Cancel: key RightShift Menu-Delete: key Delete
# ... and the number pad. Note that zoom controls on the starmap are # different from the paging controls in Super Melee. Menu-Up: key Keypad-8 Menu-Down: key Keypad-2 Menu-Left: key Keypad-4 Menu-Right: key Keypad-6 Menu-Page-Up: key Keypad-9 Menu-Page-Down: key Keypad-3 Menu-Zoom-In: key Keypad-+ Menu-Zoom-Out: key Keypad-- Menu-Select: key Keypad-Enter Menu-Cancel: key Keypad-0 Menu-Delete: key Keypad-.
# Player 1's flight controls. This is the bottom player in Super # Melee and the player in the full game. Again, the player has the # option of using either the number pad or the arrow keys.
Player-1-Thrust: key Up Player-1-Left: key Left Player-1-Right: key Right Player-1-Weapon: key Return Player-1-Weapon: key RightControl Player-1-Special: key RightShift Player-1-Escape: key Escape
Player-1-Thrust: key Keypad-8 Player-1-Left: key Keypad-4 Player-1-Right: key Keypad-6 Player-1-Weapon: key Keypad-Enter Player-1-Special: key Keypad-0
Player-1-Weapon: key ] Player-1-Special: key [
# Lander controls. These map mostly to Player 1's controls.
Lander-Thrust: key Up Lander-Left: key Left Lander-Right: key Right Lander-Weapon: key Return Lander-Weapon: key RightControl Lander-Escape: key RightShift Lander-Escape: key Space
Lander-Thrust: key Keypad-8 Lander-Left: key Keypad-4 Lander-Right: key Keypad-6 Lander-Weapon: key Keypad-Enter Lander-Escape: key Keypad-0
Lander-Weapon: key ] Lander-Escape: key [ Lander-Escape: key Escape
# Player 2's flight controls. We add the key 'd' to let him # move down in the super-melee ship selection. Player-2-Thrust: key e Player-2-Left: key s Player-2-Right: key f Player-2-Down: key d Player-2-Weapon: key q Player-2-Special: key a
# System utility keys. Pause: key Pause Pause: key F1 Exit: key F10
# This is a sample joystick configuration. This is intended to work # primarily under WinXP with a USB analog/digital gamepad. The # digital aspect of the gamepad happens to present itself to the # system as a POV hat. This configuration allows either the digital # or analog stick to be used simultaneously. More importantly, it # gives us a chance to give examples for all of the various input types # that UQM can handle.
joystick 0 threshold 2000 # How far to move before it counts; 0-30000 Menu-Left: joystick 0 axis 0 negative Player-1-Left: joystick 0 axis 0 negative Lander-Left: joystick 0 axis 0 negative Menu-Right: joystick 0 axis 0 positive Player-1-Right: joystick 0 axis 0 positive Lander-Right: joystick 0 axis 0 positive Menu-Up: joystick 0 axis 1 negative Player-1-Thrust: joystick 0 axis 1 negative Lander-Thrust: joystick 0 axis 1 negative Menu-Down: joystick 0 axis 1 positive Menu-Cancel: joystick 0 button 1 Player-1-Special: joystick 0 button 1 Menu-Select: joystick 0 button 0 Player-1-Weapon: joystick 0 button 0 Lander-Weapon: joystick 0 button 0 Menu-Page-Up: joystick 0 button 4 Menu-Page-Down: joystick 0 button 5 Menu-Zoom-In: joystick 0 button 6 Player-1-Escape: joystick 0 button 2 Lander-Escape: joystick 0 button 2 Menu-Zoom-Out: joystick 0 button 7
# And now the POV hat controls. Menu-Left: joystick 0 hat 0 left Player-1-Left: joystick 0 hat 0 left Lander-Left: joystick 0 hat 0 left Menu-Right: joystick 0 hat 0 right Player-1-Right: joystick 0 hat 0 right Lander-Right: joystick 0 hat 0 right Menu-Up: joystick 0 hat 0 up Player-1-Thrust: joystick 0 hat 0 up Lander-Thrust: joystick 0 hat 0 up Menu-Down: joystick 0 hat 0 down
# Second joystick joystick 1 threshold 2000 # How far to move before it counts; 0-30000 Menu-Left: joystick 1 axis 0 negative Player-1-Left: joystick 1 axis 0 negative Lander-Left: joystick 1 axis 0 negative Menu-Right: joystick 1 axis 0 positive Player-1-Right: joystick 1 axis 0 positive Lander-Right: joystick 1 axis 0 positive Menu-Up: joystick 1 axis 1 negative Player-1-Thrust: joystick 1 axis 1 negative Lander-Thrust: joystick 1 axis 1 negative Menu-Down: joystick 1 axis 1 positive Menu-Cancel: joystick 1 button 1 Player-1-Special: joystick 1 button 1 Menu-Select: joystick 1 button 0 Player-1-Weapon: joystick 1 button 0 Lander-Weapon: joystick 1 button 0 Menu-Page-Up: joystick 1 button 4 Menu-Page-Down: joystick 1 button 5 Menu-Zoom-In: joystick 1 button 6 Player-1-Escape: joystick 1 button 2 Lander-Escape: joystick 1 button 2 Menu-Zoom-Out: joystick 1 button 7
# POV hat controls for the second joystick Menu-Left: joystick 1 hat 0 left Player-1-Left: joystick 1 hat 0 left Lander-Left: joystick 1 hat 0 left Menu-Right: joystick 1 hat 0 right Player-1-Right: joystick 1 hat 0 right Lander-Right: joystick 1 hat 0 right Menu-Up: joystick 1 hat 0 up Player-1-Thrust: joystick 1 hat 0 up Lander-Thrust: joystick 1 hat 0 up Menu-Down: joystick 1 hat 0 down
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MadFrog
Zebranky food
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Posts: 2
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Bear in mind I'm using an xbox modified version, not your regular release. I'm not sure how I'd bo about using the most recent snapshot. If anyone knows alot about keymapping on an xbox I'd love to know what the xbox controller's movements stand for in assembly terms.
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« Last Edit: December 15, 2006, 06:56:26 am by MadFrog »
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Michael Martin
Core Team
*Smell* controller
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Posts: 387
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For that specific version of keys.cfg, take all the references to "joystick 1" on the right-hand side of the colon and "Player-1" on the left-hand side and change the "Player-1" to "Player-2". I think that should cover it.
UQM is written (almost) entirely in C, and only touches assembler when it's doing graphics scaling. All I/O is handled via the SDL libraries, which we don't deal with at all. I suspect the Xbox's input regime looks a lot like DirectX's DirectInput libraries, though.
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