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	<id>https://wiki.wwiionline.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Merlin51</id>
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	<updated>2026-04-03T23:27:47Z</updated>
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	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=DB7&amp;diff=2772</id>
		<title>DB7</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=DB7&amp;diff=2772"/>
		<updated>2018-04-18T01:01:15Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: /* Douglas DB-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Douglas DB-7=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_fr_db-7.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Douglas DB-7'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Bomber&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 7.5 mm FN-Browning machine guns fixed in nose,&amp;lt;br&amp;gt;1 x 7.5 mm MAC34 Machine Gun (dorsal),&amp;lt;br&amp;gt;1 x 7.5 mm MAC34 Machine Gun (ventral),&amp;lt;br&amp;gt;944 kg Bomb Payload&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 3 (Pilot, Bombardier, Rear Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 7,514kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 495km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Douglas Bomber Model 7B project that eventually matured into the Douglas Boston/Havoc/A-20 series of light attack bombers was purchased by France, Douglas' first client for the series, in 1938. The DB-7 in French use was an early export version and the later variants in British and US service saw considerable improvement in engines, construction and weaponry.&lt;br /&gt;
&lt;br /&gt;
The wing loading and aspect ratio of the basic design gave the DB-7 amazing performance for such a large aircraft. Its ruggedness and stability as well as its versatility and manoeuvrability proved to be primary reasons for its long life span. The Boston/Havoc/A-20 saw action on all fronts including Russia, North Africa and the Far East in a multitude of roles including anti-shipping, intruder and night-fighter, and laid the foundation for the next great Douglas design, the A-26 Invader.&lt;br /&gt;
&lt;br /&gt;
Out of 270 ordered and 100 delivered before the French armistice with Germany, only 64 DB-7s were in service at the time of the German western offensive. They were immediately rushed from their deployment in North Africa to France, to be committed piecemeal in desperate attempts to halt the German advance. The first DB-7 combat sortie occurred on May 31, 1940, when 12 aircraft attacked enemy columns near St. Quentin. Some seventy sorties were flown against troops and panzer concentrations, supply convoys, depots and road bridges. The French DB-7s performed well in their assigned role despite the chaotic operational circumstances, suffering at least fourteen losses to ground fire and fighter attacks. Following the fall of France the units in shipment were diverted to the UK where they were reengined and had their instruments and control arrangements reconfigured. The RAF called the aircraft Boston I and II, the reconfigured French aircraft were initially known as the Ranger, eventually renamed as the Havoc.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Loaded with up to 950kg (2,094 lb) worth of bombs and four forward-firing 7.5 mm machineguns in fuselage fairings the DB-7 can deal devastation to any target. For defensive purposes this relatively nimble bomber relies on a good turn of speed and a surprising amount of manoeuvrability to combat enemy fighters, and when all else fails it has two gunner stations covering its rear aspect. This is one &amp;quot;bomber&amp;quot; that can pretend to be a fighter, which many an enterprising Messerschmitt has found to his consternation.&lt;br /&gt;
&lt;br /&gt;
It is as a fast and reasonably well-endowed bomber that this aircraft earns its dues in WWIIOL:BE. Good against German factories as well as against shipping and tactical targets in the frontline, the DB-7 has the punch and the speed to get quickly in and out of harm's way. Because of its high speed the DB-7 can be put to use at all altitudes and with less precaution than is required of the Blenheim IV and the Heinkel 111, aircraft that are comparably more difficult to bring safely into and out of battle. That is not to say that the DB-7 can be flown with abandon or recklessness – it is still a large and grateful target, and cannot outrun any Axis fighter.&lt;br /&gt;
&lt;br /&gt;
Speed is a great asset and the wise DB-7 pilot makes the most of it by cruising at superior altitude where his speed advantage is multiplied, as interceptors must spend an inordinate amount of time and effort in chasing it down, or display exemplary foresight in positioning themselves at altitude in the DB-7's path. If found at a disadvantage the DB-7 can be put into a long dive to the deck so as to minimize the bandit's closure and force him into a long tail-chase where escorts and fellow DB-7s can add their guns to the equation.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is currently the Allied Air Force's most potent bomber inasmuch its bombs yield more explosive power than those carried by the Havoc, in addition its bombsight is better suited for level bombing due to its telescopic ability and slew function.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is a comfortable and easy aircraft to fly that makes formation flying a gratifying experience, and blessed with dedicated fighter escort this is one ship that can punch hard and return to tell about it. Make the most of your bombing experience by signing up a separate bombardier/air gunner with the multi-crew feature.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is also fully capable of delivering Close Air Support, particularly in the early stages of a WWIIOL:BE campaign when enemy high-performance fighters have yet to make a showing. It can be employed for low altitude hedge-hopping strikes where its speed and durability makes it especially survivable, as well as for glide bombing attacks from medium altitude.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
&lt;br /&gt;
[[DB-7_cockpit|Location and explanation of DB-7 cockpit instruments]]&lt;br /&gt;
&lt;br /&gt;
[[Level_bombing|Level Bombing, Practice and Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Close_Air_Support#Low_altitude_bombing|Low altitude attack, not using bombsight]]&lt;br /&gt;
&lt;br /&gt;
'''Low altitude precision bombing'''&lt;br /&gt;
&lt;br /&gt;
The DB-7 bombsight can be used for precision bombing at very low level, despite the minimum bombing altitude setting of 1000 m, due to its slew function. The practice allows the bombardier to strike small and specific targets such as FB's, individual units marked by ground troops, bridges and even ships. However, as the method hinges on manipulation of the available settings, the bombardier must commit its detailed settings to memory or practice extensively to become familiar with it.&lt;br /&gt;
&lt;br /&gt;
This method works best for groups of three or more bombers flying a close formation and targetting a relatively large area such as an armybase or forward base where enemy units can be found in a radius of several hundred meters from the aiming point. Beginner pilots can also use this method successfully by flying a close formation and dropping their bombs on the lead bomber's cue.&lt;br /&gt;
&lt;br /&gt;
'''Key factors:'''&lt;br /&gt;
&lt;br /&gt;
*The method works only for the DB-7.&lt;br /&gt;
*The method requires an airspeed of 440 km/h at bomb release, which can only be attained by flying at max throttle and WEP engaged.&lt;br /&gt;
*Target altitude must be known, and the pilot must maintain an exact bombing altitude AGL or the results will be widely off the mark. E.g if the target altitude is 230 m ASL, and the bombrun is to be made with settings for 300 m AGL, the pilot must fly at precisely 530 m ASL.&lt;br /&gt;
*The bombsight must be moved fully forward in the line of flight, i.e. misaligned fully forward from its neutral position. Perform this action before takeoff, in the bombardier position (2). &lt;br /&gt;
&lt;br /&gt;
'''Bombsight settings and pilot instructions'''&lt;br /&gt;
&lt;br /&gt;
   200m AGL: Set sights to 3000m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   300m AGL: Set sights to 4000m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   500m AGL: Set sights to 5800m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   700m AGL: Set sights to 6000m , set IAS to 411km/h &lt;br /&gt;
&lt;br /&gt;
'''Benefits and Drawbacks'''&lt;br /&gt;
&lt;br /&gt;
*The low altitude approach limits exposure to enemy observation and ground fire.&lt;br /&gt;
*Individual units are relatively easy to spot in comparison to a medium or high altitude approach.&lt;br /&gt;
*Exact altitudes AGL are difficult to maintain due to the DB-7 altimeter being hard to read.&lt;br /&gt;
*Battle damage reduces airspeed considerably: therefore this method can only be used reliably by pristine aircraft. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=DB7&amp;diff=2771</id>
		<title>DB7</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=DB7&amp;diff=2771"/>
		<updated>2018-04-18T00:59:06Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: /* Douglas DB-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Douglas DB-7=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_fr_db-7.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Douglas DB-7'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Bomber&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 7.5 mm FN-Browning machine guns fixed in nose,&amp;lt;br&amp;gt;1 x 7.5 mm MAC34 Machine Gun (dorsal),&amp;lt;br&amp;gt;1 x 7.5 mm MAC34 Machine Gun (ventral),&amp;lt;br&amp;gt;944 kg Bomb Payload&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 3 (Pilot, Bombardier, Rear Runner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 7,514kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 495km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Douglas Bomber Model 7B project that eventually matured into the Douglas Boston/Havoc/A-20 series of light attack bombers was purchased by France, Douglas' first client for the series, in 1938. The DB-7 in French use was an early export version and the later variants in British and US service saw considerable improvement in engines, construction and weaponry.&lt;br /&gt;
&lt;br /&gt;
The wing loading and aspect ratio of the basic design gave the DB-7 amazing performance for such a large aircraft. Its ruggedness and stability as well as its versatility and manoeuvrability proved to be primary reasons for its long life span. The Boston/Havoc/A-20 saw action on all fronts including Russia, North Africa and the Far East in a multitude of roles including anti-shipping, intruder and night-fighter, and laid the foundation for the next great Douglas design, the A-26 Invader.&lt;br /&gt;
&lt;br /&gt;
Out of 270 ordered and 100 delivered before the French armistice with Germany, only 64 DB-7s were in service at the time of the German western offensive. They were immediately rushed from their deployment in North Africa to France, to be committed piecemeal in desperate attempts to halt the German advance. The first DB-7 combat sortie occurred on May 31, 1940, when 12 aircraft attacked enemy columns near St. Quentin. Some seventy sorties were flown against troops and panzer concentrations, supply convoys, depots and road bridges. The French DB-7s performed well in their assigned role despite the chaotic operational circumstances, suffering at least fourteen losses to ground fire and fighter attacks. Following the fall of France the units in shipment were diverted to the UK where they were reengined and had their instruments and control arrangements reconfigured. The RAF called the aircraft Boston I and II, the reconfigured French aircraft were initially known as the Ranger, eventually renamed as the Havoc.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Loaded with up to 950kg (2,094 lb) worth of bombs and four forward-firing 7.5 mm machineguns in fuselage fairings the DB-7 can deal devastation to any target. For defensive purposes this relatively nimble bomber relies on a good turn of speed and a surprising amount of manoeuvrability to combat enemy fighters, and when all else fails it has two gunner stations covering its rear aspect. This is one &amp;quot;bomber&amp;quot; that can pretend to be a fighter, which many an enterprising Messerschmitt has found to his consternation.&lt;br /&gt;
&lt;br /&gt;
It is as a fast and reasonably well-endowed bomber that this aircraft earns its dues in WWIIOL:BE. Good against German factories as well as against shipping and tactical targets in the frontline, the DB-7 has the punch and the speed to get quickly in and out of harm's way. Because of its high speed the DB-7 can be put to use at all altitudes and with less precaution than is required of the Blenheim IV and the Heinkel 111, aircraft that are comparably more difficult to bring safely into and out of battle. That is not to say that the DB-7 can be flown with abandon or recklessness – it is still a large and grateful target, and cannot outrun any Axis fighter.&lt;br /&gt;
&lt;br /&gt;
Speed is a great asset and the wise DB-7 pilot makes the most of it by cruising at superior altitude where his speed advantage is multiplied, as interceptors must spend an inordinate amount of time and effort in chasing it down, or display exemplary foresight in positioning themselves at altitude in the DB-7's path. If found at a disadvantage the DB-7 can be put into a long dive to the deck so as to minimize the bandit's closure and force him into a long tail-chase where escorts and fellow DB-7s can add their guns to the equation.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is currently the Allied Air Force's most potent bomber inasmuch its bombs yield more explosive power than those carried by the Havoc, in addition its bombsight is better suited for level bombing due to its telescopic ability and slew function.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is a comfortable and easy aircraft to fly that makes formation flying a gratifying experience, and blessed with dedicated fighter escort this is one ship that can punch hard and return to tell about it. Make the most of your bombing experience by signing up a separate bombardier/air gunner with the multi-crew feature.&lt;br /&gt;
&lt;br /&gt;
The DB-7 is also fully capable of delivering Close Air Support, particularly in the early stages of a WWIIOL:BE campaign when enemy high-performance fighters have yet to make a showing. It can be employed for low altitude hedge-hopping strikes where its speed and durability makes it especially survivable, as well as for glide bombing attacks from medium altitude.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
&lt;br /&gt;
[[DB-7_cockpit|Location and explanation of DB-7 cockpit instruments]]&lt;br /&gt;
&lt;br /&gt;
[[Level_bombing|Level Bombing, Practice and Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Close_Air_Support#Low_altitude_bombing|Low altitude attack, not using bombsight]]&lt;br /&gt;
&lt;br /&gt;
'''Low altitude precision bombing'''&lt;br /&gt;
&lt;br /&gt;
The DB-7 bombsight can be used for precision bombing at very low level, despite the minimum bombing altitude setting of 1000 m, due to its slew function. The practice allows the bombardier to strike small and specific targets such as FB's, individual units marked by ground troops, bridges and even ships. However, as the method hinges on manipulation of the available settings, the bombardier must commit its detailed settings to memory or practice extensively to become familiar with it.&lt;br /&gt;
&lt;br /&gt;
This method works best for groups of three or more bombers flying a close formation and targetting a relatively large area such as an armybase or forward base where enemy units can be found in a radius of several hundred meters from the aiming point. Beginner pilots can also use this method successfully by flying a close formation and dropping their bombs on the lead bomber's cue.&lt;br /&gt;
&lt;br /&gt;
'''Key factors:'''&lt;br /&gt;
&lt;br /&gt;
*The method works only for the DB-7.&lt;br /&gt;
*The method requires an airspeed of 440 km/h at bomb release, which can only be attained by flying at max throttle and WEP engaged.&lt;br /&gt;
*Target altitude must be known, and the pilot must maintain an exact bombing altitude AGL or the results will be widely off the mark. E.g if the target altitude is 230 m ASL, and the bombrun is to be made with settings for 300 m AGL, the pilot must fly at precisely 530 m ASL.&lt;br /&gt;
*The bombsight must be moved fully forward in the line of flight, i.e. misaligned fully forward from its neutral position. Perform this action before takeoff, in the bombardier position (2). &lt;br /&gt;
&lt;br /&gt;
'''Bombsight settings and pilot instructions'''&lt;br /&gt;
&lt;br /&gt;
   200m AGL: Set sights to 3000m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   300m AGL: Set sights to 4000m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   500m AGL: Set sights to 5800m , set IAS to Max&lt;br /&gt;
&lt;br /&gt;
   700m AGL: Set sights to 6000m , set IAS to 411km/h &lt;br /&gt;
&lt;br /&gt;
'''Benefits and Drawbacks'''&lt;br /&gt;
&lt;br /&gt;
*The low altitude approach limits exposure to enemy observation and ground fire.&lt;br /&gt;
*Individual units are relatively easy to spot in comparison to a medium or high altitude approach.&lt;br /&gt;
*Exact altitudes AGL are difficult to maintain due to the DB-7 altimeter being hard to read.&lt;br /&gt;
*Battle damage reduces airspeed considerably: therefore this method can only be used reliably by pristine aircraft. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Discord&amp;diff=2660</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Discord&amp;diff=2660"/>
		<updated>2017-09-06T17:29:01Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parasit’s Discod for BGE Guide Version March 2017&lt;br /&gt;
(c) by Parasit &lt;br /&gt;
&lt;br /&gt;
Download and Installation&lt;br /&gt;
&lt;br /&gt;
Find and dl the client (Mac OSX, Windows, Linux):&lt;br /&gt;
&lt;br /&gt;
https://discordapp.com/apps&lt;br /&gt;
&lt;br /&gt;
Once downloaded, launch and install Discord.&lt;br /&gt;
&lt;br /&gt;
You have to register with Discord, but it doesn’t has&lt;br /&gt;
&lt;br /&gt;
to be your BGE name an password.&lt;br /&gt;
&lt;br /&gt;
After the installation, Discord should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:D1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on the + sign and then “Join a Server”&lt;br /&gt;
&lt;br /&gt;
[[File:D2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Allied channel https://discord.gg/37mNNdm&lt;br /&gt;
&lt;br /&gt;
Axis channel https://discord.gg/hZySQUR&lt;br /&gt;
&lt;br /&gt;
You can join both servers.&lt;br /&gt;
&lt;br /&gt;
Now it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:D3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
On the bottom left side you find the icon for the settings:&lt;br /&gt;
&lt;br /&gt;
[[File:D4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
click on it and setup Discord.&lt;br /&gt;
&lt;br /&gt;
Account: setup displayed name and picture&lt;br /&gt;
&lt;br /&gt;
Nitro: unimportant&lt;br /&gt;
&lt;br /&gt;
Connections: unimportant&lt;br /&gt;
&lt;br /&gt;
Friends: leave it at Everyone&lt;br /&gt;
&lt;br /&gt;
Text &amp;amp; Images: leave it the way it is&lt;br /&gt;
&lt;br /&gt;
Voice: setup your Push to Talk&lt;br /&gt;
&lt;br /&gt;
[[File:D5.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Notifications: personal preference, but I would turn&lt;br /&gt;
&lt;br /&gt;
TEXT-TO-SPEECH on Never or you will hear&lt;br /&gt;
&lt;br /&gt;
each text messages spoken by a computer&lt;br /&gt;
&lt;br /&gt;
[[File:D6.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Settings II&lt;br /&gt;
Keybinds: you can add other buttons&lt;br /&gt;
&lt;br /&gt;
e.g. 2nd Push-To-Talk or Deafen&lt;br /&gt;
&lt;br /&gt;
I would add “Toggle Deafen” to have the&lt;br /&gt;
&lt;br /&gt;
possibility to mute the chat (e.g. capping).&lt;br /&gt;
&lt;br /&gt;
[[File:D7.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Appearance: just look and feel&lt;br /&gt;
&lt;br /&gt;
Games: Here you can set Overlay for BGE&lt;br /&gt;
&lt;br /&gt;
- start BGE&lt;br /&gt;
&lt;br /&gt;
- click Add it! (green)&lt;br /&gt;
&lt;br /&gt;
- chose WWIIOL&lt;br /&gt;
&lt;br /&gt;
- click on Overlay&lt;br /&gt;
&lt;br /&gt;
[[File:D8.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Overlay: Here you can set the button to see&lt;br /&gt;
&lt;br /&gt;
additional functions in-game&lt;br /&gt;
&lt;br /&gt;
(Important if you want to move the overlay)&lt;br /&gt;
&lt;br /&gt;
Locale / Streamer / Security: unimportant&lt;br /&gt;
&lt;br /&gt;
Moving the Overlay:&lt;br /&gt;
&lt;br /&gt;
- Start Discord and BGE&lt;br /&gt;
&lt;br /&gt;
- Press the chosen “Toggle Overlay Lock” (see Overlay)&lt;br /&gt;
&lt;br /&gt;
- Alt Tab to get out of BGE lock&lt;br /&gt;
&lt;br /&gt;
- move Overlay with mouse (you’ll notice a delay), so move it and wait a bit. Be patient!&lt;br /&gt;
&lt;br /&gt;
- Once you have the desired position, press “Toggle Overlay Lock” key’s again.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D8.jpg&amp;diff=2659</id>
		<title>File:D8.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D8.jpg&amp;diff=2659"/>
		<updated>2017-09-06T17:27:21Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D7.jpg&amp;diff=2658</id>
		<title>File:D7.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D7.jpg&amp;diff=2658"/>
		<updated>2017-09-06T17:26:09Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D6.jpg&amp;diff=2657</id>
		<title>File:D6.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D6.jpg&amp;diff=2657"/>
		<updated>2017-09-06T17:25:04Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D5.jpg&amp;diff=2656</id>
		<title>File:D5.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D5.jpg&amp;diff=2656"/>
		<updated>2017-09-06T17:23:23Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D4.jpg&amp;diff=2655</id>
		<title>File:D4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D4.jpg&amp;diff=2655"/>
		<updated>2017-09-06T17:22:14Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D3.jpg&amp;diff=2654</id>
		<title>File:D3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D3.jpg&amp;diff=2654"/>
		<updated>2017-09-06T17:10:47Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D2.jpg&amp;diff=2653</id>
		<title>File:D2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D2.jpg&amp;diff=2653"/>
		<updated>2017-09-06T17:07:48Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:D1.jpg&amp;diff=2652</id>
		<title>File:D1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:D1.jpg&amp;diff=2652"/>
		<updated>2017-09-06T16:58:40Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2645</id>
		<title>File:Keymapper basic detail.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2645"/>
		<updated>2017-08-02T16:40:18Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper basic detail.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2644</id>
		<title>File:Axis mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2644"/>
		<updated>2017-08-02T16:40:09Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Axis mod.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2643</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2643"/>
		<updated>2017-08-02T16:17:39Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_basic_detail.jpg|800x394px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_saving.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:Axis_mod.jpg|800x337px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2642</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2642"/>
		<updated>2017-08-02T16:13:51Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_basic_detail.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_saving.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:Axis_mod.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2641</id>
		<title>File:Keymapper basic detail.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2641"/>
		<updated>2017-08-02T16:12:19Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper basic detail.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
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		<title>File:Axis mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2640"/>
		<updated>2017-08-02T16:12:12Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Axis mod.jpg&lt;/p&gt;
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&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
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	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2639</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2639"/>
		<updated>2017-08-02T16:09:56Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_basic_detail.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:Keymapper_saving.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:Axis_mod.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2638</id>
		<title>File:Axis mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2638"/>
		<updated>2017-08-02T16:01:00Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Axis mod.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
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		<title>File:Keymapper saving.jpg</title>
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		<updated>2017-08-02T16:00:33Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper saving.jpg&lt;/p&gt;
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&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
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	<entry>
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		<title>File:Keymapper basic detail.jpg</title>
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		<updated>2017-08-02T16:00:07Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper basic detail.jpg&lt;/p&gt;
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	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2635</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2635"/>
		<updated>2017-08-02T15:59:34Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2634</id>
		<title>File:Axis mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2634"/>
		<updated>2017-08-02T15:47:04Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Axis mod.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
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		<title>File:Keymapper saving.jpg</title>
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		<updated>2017-08-02T15:46:11Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper saving.jpg&lt;/p&gt;
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&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
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		<title>File:Keymapper basic detail.jpg</title>
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		<updated>2017-08-02T15:44:55Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper basic detail.jpg&lt;/p&gt;
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	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2631</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2631"/>
		<updated>2017-07-23T08:57:44Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816 x 460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015 X 460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816 x 460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2630</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2630"/>
		<updated>2017-07-19T18:11:47Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015X460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2629</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2629"/>
		<updated>2017-07-19T18:10:30Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015X460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2628</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2628"/>
		<updated>2017-07-15T07:00:26Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Advanced Keymapper Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015X460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;44.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;56.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2627</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2627"/>
		<updated>2017-07-15T06:14:12Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015X460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page was last modified on 15 July 2017, at 01:59 by Merlin51&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2626</id>
		<title>Keymapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2626"/>
		<updated>2017-07-15T06:11:34Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keymapper is a powerful function in BATTLEGROUND EUROPE, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game. &lt;br /&gt;
&lt;br /&gt;
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, '''“Keymapper”''' and '''“Sensitivity.”''' &lt;br /&gt;
&lt;br /&gt;
== No Joystick Option ==&lt;br /&gt;
Control schemes for mouse and keyboard play have now been integrated to the game so that a joystick is not required for control of vehicles (but it is still '''strongly''' recommended for aircraft).  These control schemes are detailed in the [[Keymap Layouts]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Layouts]] ==&lt;br /&gt;
&lt;br /&gt;
= Keymapper =&lt;br /&gt;
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.&lt;br /&gt;
&lt;br /&gt;
* Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply. &lt;br /&gt;
* Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.&lt;br /&gt;
* Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding. &lt;br /&gt;
* Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.&lt;br /&gt;
&lt;br /&gt;
=== Clear Keymap ===&lt;br /&gt;
This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding. &lt;br /&gt;
&lt;br /&gt;
=== Save Changes ===&lt;br /&gt;
This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.&lt;br /&gt;
&lt;br /&gt;
When you save a changed keymap, this will be stored at&lt;br /&gt;
* '''C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]'''&lt;br /&gt;
* '''C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]'''&lt;br /&gt;
* '''&amp;lt;users&amp;gt;\library\preferences\ww2ol\ [Mac]'''&lt;br /&gt;
&lt;br /&gt;
See also [[Controllers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ui_keymapper_select.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Key_Mapper | Advance Keymapper Tutorial]] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Keymapper]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2625</id>
		<title>Keymapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2625"/>
		<updated>2017-07-15T06:10:24Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keymapper is a powerful function in BATTLEGROUND EUROPE, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game. &lt;br /&gt;
&lt;br /&gt;
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, '''“Keymapper”''' and '''“Sensitivity.”''' &lt;br /&gt;
&lt;br /&gt;
== No Joystick Option ==&lt;br /&gt;
Control schemes for mouse and keyboard play have now been integrated to the game so that a joystick is not required for control of vehicles (but it is still '''strongly''' recommended for aircraft).  These control schemes are detailed in the [[Keymap Layouts]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Layouts]] ==&lt;br /&gt;
&lt;br /&gt;
= Keymapper =&lt;br /&gt;
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.&lt;br /&gt;
&lt;br /&gt;
* Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply. &lt;br /&gt;
* Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.&lt;br /&gt;
* Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding. &lt;br /&gt;
* Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.&lt;br /&gt;
&lt;br /&gt;
=== Clear Keymap ===&lt;br /&gt;
This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding. &lt;br /&gt;
&lt;br /&gt;
=== Save Changes ===&lt;br /&gt;
This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.&lt;br /&gt;
&lt;br /&gt;
When you save a changed keymap, this will be stored at&lt;br /&gt;
* '''C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]'''&lt;br /&gt;
* '''C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]'''&lt;br /&gt;
* '''&amp;lt;users&amp;gt;\library\preferences\ww2ol\ [Mac]'''&lt;br /&gt;
&lt;br /&gt;
See also [[Controllers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ui_keymapper_select.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Functions]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Key_Mapper | Advance Keymapper Tutorial]] ==&lt;br /&gt;
&lt;br /&gt;
[[Key_Mapper|&lt;br /&gt;
==== Advance Keymapper Help:  Custom Programming ====&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Keymapper]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2624</id>
		<title>Keymapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2624"/>
		<updated>2017-07-15T06:09:39Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keymapper is a powerful function in BATTLEGROUND EUROPE, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game. &lt;br /&gt;
&lt;br /&gt;
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, '''“Keymapper”''' and '''“Sensitivity.”''' &lt;br /&gt;
&lt;br /&gt;
== No Joystick Option ==&lt;br /&gt;
Control schemes for mouse and keyboard play have now been integrated to the game so that a joystick is not required for control of vehicles (but it is still '''strongly''' recommended for aircraft).  These control schemes are detailed in the [[Keymap Layouts]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Layouts]] ==&lt;br /&gt;
&lt;br /&gt;
= Keymapper =&lt;br /&gt;
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.&lt;br /&gt;
&lt;br /&gt;
* Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply. &lt;br /&gt;
* Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.&lt;br /&gt;
* Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding. &lt;br /&gt;
* Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.&lt;br /&gt;
&lt;br /&gt;
=== Clear Keymap ===&lt;br /&gt;
This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding. &lt;br /&gt;
&lt;br /&gt;
=== Save Changes ===&lt;br /&gt;
This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.&lt;br /&gt;
&lt;br /&gt;
When you save a changed keymap, this will be stored at&lt;br /&gt;
* '''C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]'''&lt;br /&gt;
* '''C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]'''&lt;br /&gt;
* '''&amp;lt;users&amp;gt;\library\preferences\ww2ol\ [Mac]'''&lt;br /&gt;
&lt;br /&gt;
See also [[Controllers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ui_keymapper_select.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Functions]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Advance Keymapper Tutorial | Key_Mapper ]] ==&lt;br /&gt;
&lt;br /&gt;
[[Key_Mapper|&lt;br /&gt;
==== Advance Keymapper Help:  Custom Programming ====&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Keymapper]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2623</id>
		<title>Keymapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2623"/>
		<updated>2017-07-15T06:08:10Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keymapper is a powerful function in BATTLEGROUND EUROPE, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game. &lt;br /&gt;
&lt;br /&gt;
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, '''“Keymapper”''' and '''“Sensitivity.”''' &lt;br /&gt;
&lt;br /&gt;
== No Joystick Option ==&lt;br /&gt;
Control schemes for mouse and keyboard play have now been integrated to the game so that a joystick is not required for control of vehicles (but it is still '''strongly''' recommended for aircraft).  These control schemes are detailed in the [[Keymap Layouts]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Layouts]] ==&lt;br /&gt;
&lt;br /&gt;
= Keymapper =&lt;br /&gt;
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.&lt;br /&gt;
&lt;br /&gt;
* Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply. &lt;br /&gt;
* Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.&lt;br /&gt;
* Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding. &lt;br /&gt;
* Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.&lt;br /&gt;
&lt;br /&gt;
=== Clear Keymap ===&lt;br /&gt;
This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding. &lt;br /&gt;
&lt;br /&gt;
=== Save Changes ===&lt;br /&gt;
This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.&lt;br /&gt;
&lt;br /&gt;
When you save a changed keymap, this will be stored at&lt;br /&gt;
* '''C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]'''&lt;br /&gt;
* '''C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]'''&lt;br /&gt;
* '''&amp;lt;users&amp;gt;\library\preferences\ww2ol\ [Mac]'''&lt;br /&gt;
&lt;br /&gt;
See also [[Controllers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ui_keymapper_select.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Functions]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Advance Keymapper Tutorial]] ==&lt;br /&gt;
&lt;br /&gt;
[[Key_Mapper|&lt;br /&gt;
==== Advance Keymapper Help:  Custom Programming ====&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Keymapper]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2622</id>
		<title>Keymapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper&amp;diff=2622"/>
		<updated>2017-07-15T06:02:51Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Linking new advanced keymapper tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keymapper is a powerful function in BATTLEGROUND EUROPE, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game. &lt;br /&gt;
&lt;br /&gt;
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, '''“Keymapper”''' and '''“Sensitivity.”''' &lt;br /&gt;
&lt;br /&gt;
== No Joystick Option ==&lt;br /&gt;
Control schemes for mouse and keyboard play have now been integrated to the game so that a joystick is not required for control of vehicles (but it is still '''strongly''' recommended for aircraft).  These control schemes are detailed in the [[Keymap Layouts]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Layouts]] ==&lt;br /&gt;
&lt;br /&gt;
= Keymapper =&lt;br /&gt;
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.&lt;br /&gt;
&lt;br /&gt;
* Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply. &lt;br /&gt;
* Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.&lt;br /&gt;
* Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding. &lt;br /&gt;
* Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.&lt;br /&gt;
&lt;br /&gt;
=== Clear Keymap ===&lt;br /&gt;
This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding. &lt;br /&gt;
&lt;br /&gt;
=== Save Changes ===&lt;br /&gt;
This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.&lt;br /&gt;
&lt;br /&gt;
When you save a changed keymap, this will be stored at&lt;br /&gt;
* '''C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]'''&lt;br /&gt;
* '''C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]'''&lt;br /&gt;
* '''&amp;lt;users&amp;gt;\library\preferences\ww2ol\ [Mac]'''&lt;br /&gt;
&lt;br /&gt;
See also [[Controllers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ui_keymapper_select.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
== [[Keymap Functions]] ==&lt;br /&gt;
&lt;br /&gt;
[[Key_Mapper|Advance Keymapper Help:  Custom Programming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Keymapper]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2621</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2621"/>
		<updated>2017-07-15T05:59:41Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|1015X460px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816x460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2620</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2620"/>
		<updated>2017-07-15T05:57:11Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2619</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2619"/>
		<updated>2017-07-15T05:55:36Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2618</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2618"/>
		<updated>2017-07-15T05:53:06Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|800px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a funtion, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|816X460px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2617</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2617"/>
		<updated>2017-07-15T05:51:01Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper Advanced''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map and click the Keymapper tab&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The basic keymapper is fairly straight forward&lt;br /&gt;
&lt;br /&gt;
The first column is where your default keys and axis are set up&lt;br /&gt;
&lt;br /&gt;
The second column is where you can set secondary keys for a function&lt;br /&gt;
&lt;br /&gt;
If the function is an axis, you will see it allows for using a + and a - key, For example the Vertical Aim Axis&lt;br /&gt;
&lt;br /&gt;
This allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_basic_detail.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
While the game comes with every unit already mapped to a standard default key layout based on the WASD control scheme used in many games&lt;br /&gt;
&lt;br /&gt;
you can modify individually how every unit in the game is controlled.&lt;br /&gt;
&lt;br /&gt;
You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units &lt;br /&gt;
&lt;br /&gt;
different control lay outs as you see fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When modifying units, always remember to click SAVE.&lt;br /&gt;
&lt;br /&gt;
If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset a unit to default, click DEFAULT KEYMAP&lt;br /&gt;
&lt;br /&gt;
If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_saving.jpg|800px]] &lt;br /&gt;
&lt;br /&gt;
Now when you are mapping a funtion, the game will hint to you how to invert the axis, and how to split the axis&lt;br /&gt;
&lt;br /&gt;
[[File:axis mod.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
As the picture shows, you hold control to reverse the axis you are moving&lt;br /&gt;
&lt;br /&gt;
If you want to split the axis, for example throttle/brake&lt;br /&gt;
&lt;br /&gt;
Hold + for the game to only use forward/right motion of the axis you move for that control&lt;br /&gt;
&lt;br /&gt;
and hold - to only use back/let motion&lt;br /&gt;
&lt;br /&gt;
So hold + and push stick forward for throttle, and hold - and move same stick back for brakes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have gotten the basics down and played for a while&lt;br /&gt;
&lt;br /&gt;
You may find that you wish that the game allowed more control over the functions.&lt;br /&gt;
&lt;br /&gt;
This is where the hidden capabilities of the games input handling really shine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.&lt;br /&gt;
&lt;br /&gt;
With no other tool than a simple text editor such as [https://notepad-plus-plus.org/download notepad++] or wordpad or textedit on a mac&lt;br /&gt;
&lt;br /&gt;
windows notepad not the best option as it does not understand the linebreaks&lt;br /&gt;
&lt;br /&gt;
You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities&lt;br /&gt;
&lt;br /&gt;
By default the game has no control files created, it uses the built in templates&lt;br /&gt;
&lt;br /&gt;
To make the game create files, select either a single unit, or the entire category in the keymapper.&lt;br /&gt;
&lt;br /&gt;
Make your initial changes, or if you have none, just change or add one key.&lt;br /&gt;
&lt;br /&gt;
Then click save.&lt;br /&gt;
&lt;br /&gt;
The files will be created in&lt;br /&gt;
&lt;br /&gt;
* C:\Documents &amp;amp; Settings\&amp;lt;username&amp;gt;\My Documents\Battleground Europe\cfml [Windows XP]&lt;br /&gt;
* C:\Users\&amp;lt;username&amp;gt;\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]&lt;br /&gt;
* /Users//Library/Preferences/ww2olcfml/ [Mac]&lt;br /&gt;
&lt;br /&gt;
It will look like this&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_files.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
Open any of these files and you will see a basic xml document.&lt;br /&gt;
&lt;br /&gt;
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.&lt;br /&gt;
&lt;br /&gt;
Here is what the cfml looks like opened in notepad++&lt;br /&gt;
&lt;br /&gt;
[[File:cfml_in_editor.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
It is IMPORTANT to note&lt;br /&gt;
&lt;br /&gt;
Your editing will only take place between the controls name and the /control tag&lt;br /&gt;
&lt;br /&gt;
for example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )&lt;br /&gt;
&lt;br /&gt;
We only edit between &amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt; and &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
these have to remain intact or the game will not know where the control ends&lt;br /&gt;
&lt;br /&gt;
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad&lt;br /&gt;
&lt;br /&gt;
and you want the 2 button on the game pad to also open the hatch&lt;br /&gt;
&lt;br /&gt;
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.&lt;br /&gt;
&lt;br /&gt;
WWII Online will see and operate with at least 4 joysticks plugged into a single PC (If you want to know why, google [https://www.google.com/search?q=virtual+cockpit&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&amp;amp;biw=1360&amp;amp;bih=676#tbm=isch&amp;amp;q=simpit simpit] )&lt;br /&gt;
&lt;br /&gt;
the game identifies each joystick numerically, 1 2 3 4 etc&lt;br /&gt;
&lt;br /&gt;
If you are not sure which the game sees as one and 2, just map a button from each to two different controls, and save, then look at the cfml&lt;br /&gt;
&lt;br /&gt;
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest&lt;br /&gt;
&lt;br /&gt;
So, on your super flightstick, we open hatch with button 5, on our gamepad we use button 2 and on our keyboard we want to hit H&lt;br /&gt;
&lt;br /&gt;
Then our lines will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our complete control will look like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;Hatch control&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;5&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;joybutton stick=&amp;quot;2&amp;quot;&amp;gt;2&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;key&amp;gt;h&amp;lt;/key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*note that the indenting is not important for the cfml file, it is just used to make it easier to read.&lt;br /&gt;
&lt;br /&gt;
Now our hatch will open from either joystick, AND the keyboard, all at the same time.&lt;br /&gt;
&lt;br /&gt;
Cool right? But, we can do even more cool things for functions that have variable movement, like moving a gun, using a gas pedal etc&lt;br /&gt;
&lt;br /&gt;
We have to talk about 3 things 1st&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.&lt;br /&gt;
&lt;br /&gt;
Neutral (CENTER) is 50.00  Minimum (LEFT or DOWN) is 0.00 Maximum (RIGHT or UP) is 100.00  Think of it as if it were a joystick axis&lt;br /&gt;
&lt;br /&gt;
in the center is 50, full left is 100 full right is 0&lt;br /&gt;
&lt;br /&gt;
The smallest amount of deflection the game will except in a keyabsolute is 4% anything less, the game doesn't consider it movement&lt;br /&gt;
&lt;br /&gt;
This matters because some times you want a key, say for aiming a tank, with very slow fine movement, say for aiming at a far away target.&lt;br /&gt;
&lt;br /&gt;
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right&lt;br /&gt;
&lt;br /&gt;
and doing the same for W and S would to the same for up and down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for the turret of a tank for example this would be the traverse (left and right) with both normal FAST moving keys, and slow precision keys and as an added bonus, mouse control added.&lt;br /&gt;
&lt;br /&gt;
A and D are normal full speed movement&lt;br /&gt;
&lt;br /&gt;
J and L are very slow precise movement&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Turret traverse&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;mouseaxis&amp;gt;x&amp;lt;/mouseaxis&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;46.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;j&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;00.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;a&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;54.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;l&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;key&amp;gt;d&amp;lt;/key&amp;gt;&lt;br /&gt;
* &amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* &amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use this to use buttons or keyboards to control things that have variable movement speeds as if the buttons were little joysticks almost&lt;br /&gt;
&lt;br /&gt;
Now there are two other special input types as i mentioned above&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per second&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.&lt;br /&gt;
&lt;br /&gt;
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
keydelta's are always over ridden by any other control moving the same thing.&lt;br /&gt;
&lt;br /&gt;
There are some very useful things you can do with them.&lt;br /&gt;
&lt;br /&gt;
Cruise control for a throttle, variable flap settings on an airplane, automatic pushing of an AA or Anti Tank gun or anything you would otherwise&lt;br /&gt;
&lt;br /&gt;
have to keep holding the button down for&lt;br /&gt;
&lt;br /&gt;
They work like so&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;A&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;-1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;D&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held&lt;br /&gt;
&lt;br /&gt;
and will remain at that position when the button is released&lt;br /&gt;
&lt;br /&gt;
If you mapped a trucks throttle like this, holding the key down for 10 seconds would give you 10% throttle and it would remain on when released&lt;br /&gt;
&lt;br /&gt;
If you mapped the movement of an AT or AA gun, then it would begin to walk forward at 10% speed and keep walking, until you stopped it by &lt;br /&gt;
&lt;br /&gt;
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta&lt;br /&gt;
&lt;br /&gt;
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;control function=&amp;quot;AT Gun Move&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;W&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;T&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; onrelease=&amp;quot;50.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;S&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;1.00&amp;quot; per=&amp;quot;sec&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;key&amp;gt;G&amp;lt;/key&amp;gt;&lt;br /&gt;
*&amp;lt;/keydelta&amp;gt;&lt;br /&gt;
*&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what about the other keydelta ?&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keydelta per keypress&lt;br /&gt;
&lt;br /&gt;
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press&lt;br /&gt;
&lt;br /&gt;
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
*&amp;lt;keydelta value=&amp;quot;10.00&amp;quot; per &amp;quot;keypress&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would move the throttle or control up 10% each time you pressed the key, rather than holding it.&lt;br /&gt;
&lt;br /&gt;
This only works for things that have variable speeds or positions, you can not use it for infantry for example, they have 3 fixed speeds&lt;br /&gt;
&lt;br /&gt;
walk, jog, sprint toggled by the appropriate keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now one last super secret thing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;keyabsolute&lt;br /&gt;
&lt;br /&gt;
We covered how it works above and how release it returns to the on return value, which normally you'd use &amp;quot;0.00&amp;quot; for center&lt;br /&gt;
&lt;br /&gt;
But you can make it simply not return.&lt;br /&gt;
&lt;br /&gt;
How?  do not give it any on release value.&lt;br /&gt;
&lt;br /&gt;
Below is an example of incremental flaps on an airplane made by giving no release value&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;control function=&amp;quot;Flap control&amp;quot;&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 0&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;0.00&amp;quot; index=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;12&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 1&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;10.00&amp;quot; index=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;13&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;20.00&amp;quot; index=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 2&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 3&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;30.00&amp;quot; index=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;joybutton stick=&amp;quot;1&amp;quot;&amp;gt;14&amp;lt;/joybutton&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;40.00&amp;quot; index=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 4&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;50.00&amp;quot; index=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 5&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;60.00&amp;quot; index=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 6&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;70.00&amp;quot; index=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 7&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;80.00&amp;quot; index=&amp;quot;11&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 8&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;90.00&amp;quot; index=&amp;quot;12&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad 9&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 		&amp;lt;keyabsolute value=&amp;quot;100.00&amp;quot; index=&amp;quot;13&amp;quot;&amp;gt;&lt;br /&gt;
* 			&amp;lt;key&amp;gt;numpad +&amp;lt;/key&amp;gt;&lt;br /&gt;
* 		&amp;lt;/keyabsolute&amp;gt;&lt;br /&gt;
* 	&amp;lt;/control&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.&lt;br /&gt;
&lt;br /&gt;
Now you may not need to have every increment in the example, you would only create the ones you need, perhaps 0 100 and 10 for combat flaps&lt;br /&gt;
&lt;br /&gt;
but you can use the example to built other things, a quick programmable throttle etc.&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2616</id>
		<title>File:Axis mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Axis_mod.jpg&amp;diff=2616"/>
		<updated>2017-07-15T05:48:05Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Cfml_in_editor.JPG&amp;diff=2615</id>
		<title>File:Cfml in editor.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Cfml_in_editor.JPG&amp;diff=2615"/>
		<updated>2017-07-15T04:19:58Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Cfml_files.JPG&amp;diff=2614</id>
		<title>File:Cfml files.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Cfml_files.JPG&amp;diff=2614"/>
		<updated>2017-07-15T04:14:18Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_saving.jpg&amp;diff=2613</id>
		<title>File:Keymapper saving.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_saving.jpg&amp;diff=2613"/>
		<updated>2017-07-15T03:54:41Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2612</id>
		<title>File:Keymapper basic detail.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_basic_detail.jpg&amp;diff=2612"/>
		<updated>2017-07-15T03:42:29Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2611</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2611"/>
		<updated>2017-07-15T03:36:30Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map&lt;br /&gt;
&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2610</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2610"/>
		<updated>2017-07-15T03:36:02Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
[[File:keymapper_not_spawned.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_not_spawned.jpg&amp;diff=2609</id>
		<title>File:Keymapper not spawned.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_not_spawned.jpg&amp;diff=2609"/>
		<updated>2017-07-15T03:35:52Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: Merlin51 uploaded a new version of File:Keymapper not spawned.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2608</id>
		<title>Keymapper Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Keymapper_Advanced&amp;diff=2608"/>
		<updated>2017-07-15T03:34:38Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;== '''The Key Mapper''' ==&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The keymapper is where you will adjust how you control the various game units in WWII Online&lt;br /&gt;
You can reach the keymapper both before and after spawning into the game.&lt;br /&gt;
From Offline, or when in game and not spawned in, click the PREFERENCES tab at the top right of your screen.&lt;br /&gt;
Then click on Keymapper&lt;br /&gt;
[[:File:keymapper_not_spawned.jpg]]&lt;br /&gt;
&lt;br /&gt;
When spawned into the game press M to bring up the map&lt;br /&gt;
[[File:keymapper_spawned_in.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Keymapper_spawned_in.jpg&amp;diff=2607</id>
		<title>File:Keymapper spawned in.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Keymapper_spawned_in.jpg&amp;diff=2607"/>
		<updated>2017-07-15T03:34:27Z</updated>

		<summary type="html">&lt;p&gt;Merlin51: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Merlin51</name></author>
	</entry>
</feed>