Difference between revisions of "Keymapper Advanced"

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* Clear Keymap: Clears the currently select keymap.
* Clear Keymap: Clears the currently select keymap.
* Save Changes: Saves any changes since the last save. Note that you can still set any binding or category back to its defaults even after you save if needed.
* Save Changes: Saves any changes since the last save. Note that you can still set any binding or category back to its defaults even after you save if needed.
[[File:Keymapper_saving.jpg|1000px]]


When you save a changed keymap, this will be stored within a file called cfml at the current locations:
When you save a changed keymap, this will be stored within a file called cfml at the current locations:
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The second column is the primary keypress and axis are set up. </br>
The second column is the primary keypress and axis are set up. </br>
The third column is where you can set secondary keys for a function. If the function is an axis, you will see it allows for using + and - key, this allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons. </br>
The third column is where you can set secondary keys for a function. If the function is an axis, you will see it allows for using + and - key, this allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons. </br>
For example the Vertical Aim Axis can be used with the up/down arrows. Also you will notice any changes made outside the default will appear yellow.
For example the Vertical Aim Axis can be used with the up/down arrows.  


[[File:Keymapper_-_Secondary.png|1500px]]


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
[[File:Keymapper_-_Secondary.png|1000px]]


you can modify individually how every unit in the game is controlled.


You can modify for the entire category, like all tanks or all infantry, or you can select each unit individually and give different units
'''Catergories'''</br>
The game comes with every unit mapped to a standard default key layout which is shown in the following [[Keymapper|page]]. </br>
You can modify individually how every unit in the game is controlled or you can modify the entire category. </br>


different control lay outs as you see fit.


[[File:Keymapper_-_Catergories.png|1000px]]


When modifying units, always remember to click SAVE.


If you want to remove a key from the mapping, select the key you want to remove, and click CLEAR KEYMAP
'''Simple Change'''</br>
To make a change select the individual unit or the category, press the Primary or Secondary keymap you wish to change it will go white, click again and a dialogue box will pop up detailing what changes can be made. </br>
In the example below you can see I am changing the Ride/unride vehicle keypress to F11.


If you want to reset a unit to default, click DEFAULT KEYMAP


If you want to reset the entire category, like all trucks, click CATEGORY DEFAULTS
[[File:Keymapper_-_Changes.png|1000px]]


[[File:Keymapper_saving.jpg|800px]]


Now when you are mapping a function, the game will hint to you how to invert the axis, and how to split the axis
'''Inverting Axis'''</br>
Now when you are mapping an Axis, the dialogue box will explain how to invert the axis, and how to half the axis.


[[File:Axis_mod.jpg|800x337px]]


As the picture shows, you hold control to reverse the axis you are moving
[[File:Axis_mod.jpg|1000px]]


If you want to split the axis, for example throttle/brake


Hold + for the game to only use forward/right motion of the axis you move for that control
As the picture shows, you hold control to reverse the axis you are moving, this will now show with a Exclamation Mark.  </br>
If you want to half the axis, for example throttle/brake. </br>
Hold + for the game to only use forward/right motion of the axis you move for that control. </br>


and hold - to only use back/let motion


So hold + and push stick forward for throttle, and hold - and move same stick back for brakes
[[File:Keymapper_-_Reverse_Axis.png|1000px]]




When modifying units, always remember to click SAVE.


After you have gotten the basics down and played for a while
==cfml File==


You may find that you wish that the game allowed more control over the functions.
After you have gotten the basics down and played with for a while you may find that you wish that the game allowed for more control over the functions.
This is where the hidden capabilities of the games input handling really shines.</br>
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.</br>
With no other tool than a simple text editor such as WordPad or Textedit on a mac. Windows notepad is not the best option as it does not understand the linebreaks. You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities


This is where the hidden capabilities of the games input handling really shine.


Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.
By default the game has no control files created, it uses the built in templates.
To make the game create files, you need to make a simple change, select the category in the keymapper that you wish to add further fuctionality to.</br>
Make your changes then click save.</br>
The files will be created in


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
* '''C:\Users\<username>\My Documents\WWIIOnline\cfml [Windows]'''
 
* '''<users>\Documents\WWIIOnline\cfml [Mac]'''
windows notepad not the best option as it does not understand the linebreaks
Note for Windows: The My Documents folder under Windows OS can be relocated, so the exact location may not be as indicated. However the available "My Documents" shortcut will always point to where ever it is located.


You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities
Here you can see I have mapped the Turret Traverse, Turret Elevate, Use Primary Weapon and Use Secondary Weapon to the Mouse.


By default the game has no control files created, it uses the built in templates


To make the game create files, select either a single unit, or the entire category in the keymapper.
[[File:Keymapper_-_cfml1.png|1000px]]


Make your initial changes, or if you have none, just change or add one key.


Then click save.
Now you have a file created in your cfml folder called tanks, opening that with a text editor will show the following:


The files will be created in


* C:\Documents & Settings\<username>\My Documents\Battleground Europe\cfml [Windows XP]
[[File:Keymapper_-_cfml2.png|1000px]]
* C:\Users\<username>\Documents\Battleground Europe\cfml [Windows Vista/Windows 7]
* /Users//Library/Preferences/ww2olcfml/ [Mac]


It will look like this


[[File:cfml_files.JPG|600px]]
Here you can see the changes made and below is a single function.


Open any of these files and you will see a basic xml document.
<control function="Use primary weapon"> </br>
<mousebutton>1</mousebutton> </br>
</control>


It has the Function Name with the associated mousebutton, in this case Mouse Button 1. Your editing will only take place between "<control function" and the "/control" tag.</br>
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.


Here is what the cfml looks like opened in notepad++
===Keyabsolute===
 
[[File:cfml_in_editor.JPG|800px]]
 
It is IMPORTANT to note
 
Your editing will only take place between the controls name and the /control tag
 
for example
 
<control function="Hatch control">
 
<joybutton stick="1">5</joybutton>
 
</control>
 
We want to add a secondary button to open the hatch (And no Anti Tank guns do not have hatches )
 
We only edit between <control function="Hatch control"> and </control>
 
these have to remain intact or the game will not know where the control ends
 
So lets say you want have a joystick and a gamepad plugged into the PC and sometimes you like to use the gamepad
 
and you want the 2 button on the game pad to also open the hatch
 
AND... sometimes you just want to keyboard it and not be bothered with the joystick or the game pad.
 
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&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjkjeuFu4rVAhUBQSYKHf-TDyYQ_AUICygC&biw=1360&bih=676#tbm=isch&q=simpit simpit] )
 
the game identifies each joystick numerically, 1 2 3 4 etc
 
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
 
It is sometimes hard to tell how the operating system is enumerating the joysticks, so asking the game is easiest


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
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.</br>


Then our lines will look like this
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 in the center is 50, full left is 100 full right is 0.</br>


<joybutton stick="1">5</joybutton>
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement. 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.</br>


<joybutton stick="2">2</joybutton>
So setting Left Arrow to 44 and Right Arrow to 56 would let you move the turret really really slowly left or right and doing the same for Up and Down Arrow would do the same for up and down.</br>
So for the turret of a tank the traverse would be fast using the Mouse and slow ussing the Arrows for fine tuning. If its to0 slow then you can change the values in 6s.


<key>h</key>
<control function="Turret traverse"> </br>
<keyabsolute value="44.00" onrelease="50.00"> </br>
<key>left arrow</key> </br>
</keyabsolute> </br>
<keyabsolute value="56.00" onrelease="50.00" index="10"> </br>
<key>right arrow</key> </br>
</keyabsolute> </br>
</control> </br>
<control function="Turret elevate"> </br>
<keyabsolute value="44.00" onrelease="50.00"> </br>
<key>down arrow</key> </br>
</keyabsolute> </br>
<keyabsolute value="56.00" onrelease="50.00" index="10"> </br>
<key>up arrow</key> </br>
</keyabsolute> </br>
</control>


So our complete control will look like so
===Keydelta per Second===


*<control function="Hatch control">
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.</br>
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta, keydelta's are always over ridden by any other control moving the same thing.


*<joybutton stick="1">5</joybutton>
There are some very useful things you can do with them.</br>
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 have to keep holding the button down for.


*<joybutton stick="2">2</joybutton>
<keydelta value="1.00" per="sec"> </br>
<key>A</key> </br>
</keydelta> </br>
<keydelta value="-1.00" per="sec"> </br>
<key>D</key> </br>
</keydelta>


*<key>h</key>


*</control>
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held and will remain at that position when the button is released. </br>
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.</br>
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 using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta


*note that the indenting is not important for the cfml file, it is just used to make it easier to read.
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol.


Now our hatch will open from either joystick, AND the keyboard, all at the same time.
<control function="AT Gun Move"> </br>
<keyabsolute value="0.00" onrelease="50.00"> </br>
<key>W</key> </br>
</keyabsolute> </br>
<keydelta value="1.00" per="sec"> </br>
<key>T</key> </br>
</keydelta> </br>
<keyabsolute value="100.00" onrelease="50.00" index="10"> </br>
<key>S</key> </br>
</keyabsolute> </br>
<keydelta value="1.00" per="sec"> </br>
<key>G</key> </br>
</keydelta> </br>
</control>


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
===Keydelta per Keypress===
 
We have to talk about 3 things 1st
 
*<keyabsolute
*<keydelta per second
*<keydelta per keypress
 
Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.
 
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
 
in the center is 50, full left is 100 full right is 0
 
The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement
 
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.
 
So setting A to 46 and D to 54 would let you move the turret really really slowly left and right
 
and doing the same for W and S would to the same for up and down.
 
 
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.
 
A and D are normal full speed movement
 
J and L are very slow precise movement
 
* <control function="Turret traverse">
* <mouseaxis>x</mouseaxis>
* <keyabsolute value="44.00" onrelease="50.00">
* <key>j</key>
* </keyabsolute>
* <keyabsolute value="00.00" onrelease="50.00">
* <key>a</key>
* </keyabsolute>
* <keyabsolute value="56.00" onrelease="50.00">
* <key>l</key>
* </keyabsolute>
* <keyabsolute value="100.00" onrelease="50.00">
* <key>d</key>
* </keyabsolute>
* </control>
 
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
 
Now there are two other special input types as i mentioned above
 
*<keydelta per second
*<keydelta per keypress
 
A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.
 
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta
 
keydelta's are always over ridden by any other control moving the same thing.
 
There are some very useful things you can do with them.
 
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
 
have to keep holding the button down for
 
They work like so
 
*<keydelta value="1.00" per="sec">
*<key>A</key>
*</keydelta>
*<keydelta value="-1.00" per="sec">
*<key>D</key>
*</keydelta>
 
Per Sec means per second.  What ever you are moving will increase in increments of 1% per second the button is held
 
and will remain at that position when the button is released
 
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
 
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
 
using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta
 
EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol
 
*<control function="AT Gun Move">
*<keyabsolute value="0.00" onrelease="50.00">
*<key>W</key>
*</keyabsolute>
*<keydelta value="1.00" per="sec">
*<key>T</key>
*</keydelta>
*<keyabsolute value="100.00" onrelease="50.00" index="10">
*<key>S</key>
*</keyabsolute>
*<keydelta value="1.00" per="sec">
*<key>G</key>
*</keydelta>
*</control>
 
So what about the other keydelta ?
 
*<keydelta per keypress
 
As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press


As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press. </br>
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage


For example
For example
*<keydelta value="10.00" per "keypress">
would move the throttle or control up 10% each time you pressed the key, rather than holding it.
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
walk, jog, sprint toggled by the appropriate keys.
Now one last super secret thing.
*<keyabsolute
We covered how it works above and how release it returns to the on return value, which normally you'd use "0.00" for center
But you can make it simply not return.


How?  do not give it any on release value.
<keydelta value="10.00" per "keypress"> would move the throttle or control up 10% each time you pressed the key, rather than holding it.
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- walk, jog, sprint toggled by the appropriate keys.


Below is an example of incremental flaps on an airplane made by giving no release value
===Incremental Flaps===


* <control function="Flap control">
Here is a simple code that will give you incrental Flaps. This should be added to your Air File. </br>
* <keyabsolute value="0.00">
* <key>numpad 0</key>
* </keyabsolute>
* <keyabsolute value="10.00" index="2">
* <key>numpad 1</key>
* </keyabsolute>
* <keyabsolute value="20.00" index="4">
* <key>numpad 2</key>
* </keyabsolute>
* <keyabsolute value="30.00" index="5">
* <key>numpad 3</key>
* </keyabsolute>
* <keyabsolute value="40.00" index="7">
* <key>numpad 4</key>
* </keyabsolute>
* <keyabsolute value="50.00" index="8">
* <key>numpad 5</key>
* </keyabsolute>
* <keyabsolute value="60.00" index="9">
* <key>numpad 6</key>
* </keyabsolute>
* <keyabsolute value="70.00" index="10">
* <key>numpad 7</key>
* </keyabsolute>
* <keyabsolute value="80.00" index="11">
* <key>numpad 8</key>
* </keyabsolute>
* <keyabsolute value="90.00" index="12">
* <key>numpad 9</key>
* </keyabsolute>
* <keyabsolute value="100.00" index="13">
* <key>numpad +</key>
* </keyabsolute>
* </control>


The numpad increments in 10% increments from 0% flaps to 100% flaps in the above example.


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
<control function="Flap control"> </br>
<keydelta value="20.00" per="keypress"> </br>
<joybutton stick="1">3</joybutton> </br>
</keydelta> </br>
<keydelta value="-20.00" per="keypress" index="10"> </br>
<joybutton stick="1">4</joybutton> </br>
</keydelta> </br>
</control> </br>


but you can use the example to built other things, a quick programmable throttle etc.
Here are Screenshot showing flaps up and flaps at 40% using the code above.


[[File:Keymapper_-_cfml4.png|800px]]  [[File:Keymapper_-_cfml3.png|800px]]


This page was last modified on 15 July 2017, at 01:59 by Merlin51
[[Category:Advanced_Guides]]

Latest revision as of 07:44, 27 July 2023

Basics

The keymapper is where you adjust the Keypress on how to control the various game units in WWII Online.
You can access the keymapper both before and after spawning into the game. In the UI under Preferences/Keymapper and when in the game world by pressing P.
Either way you access it, the functionality is the same. The Keymapper is arranged under 8 Catorgories - General, Views, Infantry, Tanks and Armoured Cars, Trucks and Haulers, AT and AAA Guns, Fighters and Bombers, Ships and Boats.

Keymapper

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. It's that simple. You can also bind multiple key presses to a single function.

Keymapper Controls: There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply.

  • Category Defaults: Set all Keymaps in the current category back to the game defaults. Use this button when wishing to “start from scratch” or reclaim the defaults in that category.
  • Default Keymap: Set currently selected keymap back to the game default. Use this button if you want to return a single keymap to its original binding.
  • Discard Changes: Discard any changes that have occured since the last save.
  • Clear Keymap: Clears the currently select keymap.
  • Save Changes: Saves any changes since the last save. Note that you can still set any binding or category back to its defaults even after you save if needed.


Keymapper saving.jpg


When you save a changed keymap, this will be stored within a file called cfml at the current locations:

  • C:\Users\<username>\My Documents\WWIIOnline\cfml [Windows]
  • <users>\Documents\WWIIOnline\cfml [Mac]

Note for Windows: The My Documents folder under Windows OS can be relocated, so the exact location may not be as indicated. However the available "My Documents" shortcut will always point to where ever it is located.

Making Changes

The basic keymapper is fairly straight forward.
The first column is the fuction and what the keypress will do. The second column is the primary keypress and axis are set up.
The third column is where you can set secondary keys for a function. If the function is an axis, you will see it allows for using + and - key, this allows you to set what would normally be a joystick or mouse axis function to a pair of keys or buttons.
For example the Vertical Aim Axis can be used with the up/down arrows.


Keymapper - Secondary.png


Catergories
The game comes with every unit mapped to a standard default key layout which is shown in the following page.
You can modify individually how every unit in the game is controlled or you can modify the entire category.


Keymapper - Catergories.png


Simple Change
To make a change select the individual unit or the category, press the Primary or Secondary keymap you wish to change it will go white, click again and a dialogue box will pop up detailing what changes can be made.
In the example below you can see I am changing the Ride/unride vehicle keypress to F11.


Keymapper - Changes.png


Inverting Axis
Now when you are mapping an Axis, the dialogue box will explain how to invert the axis, and how to half the axis.


Axis mod.jpg


As the picture shows, you hold control to reverse the axis you are moving, this will now show with a Exclamation Mark.
If you want to half the axis, for example throttle/brake.
Hold + for the game to only use forward/right motion of the axis you move for that control.


Keymapper - Reverse Axis.png


When modifying units, always remember to click SAVE.

cfml File

After you have gotten the basics down and played with for a while you may find that you wish that the game allowed for more control over the functions. This is where the hidden capabilities of the games input handling really shines.
Perhaps you use a keyboard, and you wish that when driving a truck, you had more control than just full throttle or full brakes.
With no other tool than a simple text editor such as WordPad or Textedit on a mac. Windows notepad is not the best option as it does not understand the linebreaks. You can edit the control files you have created in the keymapper and give yourself virtually unlimited control possibilities


By default the game has no control files created, it uses the built in templates. To make the game create files, you need to make a simple change, select the category in the keymapper that you wish to add further fuctionality to.
Make your changes then click save.
The files will be created in

  • C:\Users\<username>\My Documents\WWIIOnline\cfml [Windows]
  • <users>\Documents\WWIIOnline\cfml [Mac]

Note for Windows: The My Documents folder under Windows OS can be relocated, so the exact location may not be as indicated. However the available "My Documents" shortcut will always point to where ever it is located.

Here you can see I have mapped the Turret Traverse, Turret Elevate, Use Primary Weapon and Use Secondary Weapon to the Mouse.


Keymapper - cfml1.png


Now you have a file created in your cfml folder called tanks, opening that with a text editor will show the following:


Keymapper - cfml2.png


Here you can see the changes made and below is a single function.

<control function="Use primary weapon">
<mousebutton>1</mousebutton>
</control>

It has the Function Name with the associated mousebutton, in this case Mouse Button 1. Your editing will only take place between "<control function" and the "/control" tag.
ALWAYS make a copy of the file before you edit, so if you make a mistake you can simply restore the copy.

Keyabsolute

Keyabsolute gives an absolute value for a given input, on press it gives it max value, on release it returns to neutral.

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 in the center is 50, full left is 100 full right is 0.

The smallest amount of deflection the game will except in a keyabsolute is 6% anything less, the game doesn't consider it movement. 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.

So setting Left Arrow to 44 and Right Arrow to 56 would let you move the turret really really slowly left or right and doing the same for Up and Down Arrow would do the same for up and down.
So for the turret of a tank the traverse would be fast using the Mouse and slow ussing the Arrows for fine tuning. If its to0 slow then you can change the values in 6s.

<control function="Turret traverse">
<keyabsolute value="44.00" onrelease="50.00">
<key>left arrow</key>
</keyabsolute>
<keyabsolute value="56.00" onrelease="50.00" index="10">
<key>right arrow</key>
</keyabsolute>
</control>
<control function="Turret elevate">
<keyabsolute value="44.00" onrelease="50.00">
<key>down arrow</key>
</keyabsolute>
<keyabsolute value="56.00" onrelease="50.00" index="10">
<key>up arrow</key>
</keyabsolute>
</control>

Keydelta per Second

A keydelta has no return, when you release it, it continues to do what ever it is that you told it to do.
You either have to press the opposite key, or simply touch your main control key, which would over ride the keydelta, keydelta's are always over ridden by any other control moving the same thing.

There are some very useful things you can do with them.
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 have to keep holding the button down for.

<keydelta value="1.00" per="sec">
<key>A</key>
</keydelta>
<keydelta value="-1.00" per="sec">
<key>D</key>
</keydelta>


Per Sec means per second. What ever you are moving will increase in increments of 1% per second the button is held and will remain at that position when the button is released.
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.
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 using the other key to reduce speed to a stop, OR you moved your main movement control which would over ride the keydelta

EXAMPLE AT Gun cruise control W and S normal moving T and G cruisecontrol.

<control function="AT Gun Move">
<keyabsolute value="0.00" onrelease="50.00">
<key>W</key>
</keyabsolute>
<keydelta value="1.00" per="sec">
<key>T</key>
</keydelta>
<keyabsolute value="100.00" onrelease="50.00" index="10">
<key>S</key>
</keyabsolute>
<keydelta value="1.00" per="sec">
<key>G</key>
</keydelta>
</control>

Keydelta per Keypress

As you have already probably guessed, instead of holding it down, it moves to the designated percent per key press.
Otherwise it functions the same way as the per second, you simply tap it to increment the designated percentage

For example

<keydelta value="10.00" per "keypress"> would move the throttle or control up 10% each time you pressed the key, rather than holding it. 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- walk, jog, sprint toggled by the appropriate keys.

Incremental Flaps

Here is a simple code that will give you incrental Flaps. This should be added to your Air File.


<control function="Flap control">
<keydelta value="20.00" per="keypress">
<joybutton stick="1">3</joybutton>
</keydelta>
<keydelta value="-20.00" per="keypress" index="10">
<joybutton stick="1">4</joybutton>
</keydelta>
</control>

Here are Screenshot showing flaps up and flaps at 40% using the code above.

Keymapper - cfml4.png Keymapper - cfml3.png