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#1
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Spent a "short" afternoon setting up a series of keys to control the tank's turret in-game with the keyboard. This is for thoes folk who loved the keyboard turret controls from RO:OST. You can still use the mouse along side it, but it's more for the feel of things rather than gameplay, so don't make comments on how mouse-users will still have an advantage when on the move.
![]() Here's what it does:
The Important Bit You will need to turn off Num-lock, this is because holding shift stops the Numpad from working. "Installing" Go to: DRIVE/Users/USERNAME/Documents/My Games/RedOrchestra2/ROGame/Config/ROInput.ini Scroll down to the last section called [ROGame.ROPlayerInput] Within this section, find and delete the code below... Code:
Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="TurnLeft",Command="Axis aBaseX Speed=-200.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="TurnRight",Command="Axis aBaseX Speed=+200.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Up",Command="MoveForward",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Down",Command="MoveBackward",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Left",Command="StrafeLeft",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Right",Command="StrafeRight",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Then, at the bottom of the same section, in the same file, simply copy and paste this code in... Code:
Bindings=(Name="TurnLeft",Command="Axis aBaseX Speed=-5 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Left",Command="TurnLeft",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="CtrlTurnLeft",Command="Axis aBaseX Speed=-0.8 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Left",Command="CtrlTurnLeft",Control=True,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="ShiftTurnLeft",Command="Axis aBaseX Speed=-50.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Left",Command="ShiftTurnLeft",Control=False,Shift=True,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="TurnRight",Command="Axis aBaseX Speed=+5 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Right",Command="TurnRight",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="CtrlTurnRight",Command="Axis aBaseX Speed=+0.8 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Right",Command="CtrlTurnRight",Control=True,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="ShiftTurnRight",Command="Axis aBaseX Speed=+50.0 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Right",Command="ShiftTurnRight",Control=False,Shift=True,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+0.07 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Up",Command="LookUp",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="CtrlLookUp",Command="Axis aLookUp Speed=+0.02 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Up",Command="CtrlLookUp",Control=True,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="ShiftLookUp",Command="Axis aLookUp Speed=+0.5 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Up",Command="ShiftLookUp",Control=False,Shift=True,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-0.07 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Down",Command="LookDown",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="CtrlLookDown",Command="Axis aLookUp Speed=-0.02 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Down",Command="CtrlLookDown",Control=True,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="ShiftLookDown",Command="Axis aLookUp Speed=-0.5 AbsoluteAxis=100",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Down",Command="ShiftLookDown",Control=False,Shift=True,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="Insert",Command="Fire",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="End",Command="AltFire",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Known Issue The fine aiming for up and down can occaisonly not work when angled upwards steeply, just let go of control and you can move it around, and the fine aiming ought to work afterwards. If you want to change the controls used for whatever, use this guide to help you know which buttons you may use. http://udn.epicgames.com/Three/KeyBinds.html The things to change would be, Up, Left, Down, Right, Insert and End. Located near the start of every second line. Last edited by Cwivey; 06-30-2012 at 12:50 PM. |
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#2
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Just tried it and it works! Thanks for this man! +rep on your post! I'm gonna tweak the speeds around a bit though.
Edit: It's a nice effort, but it's still a bit clunky compared to RO1. Maybe it can be tweaked more.
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aka Wakke Last edited by Proud_God; 06-30-2012 at 02:20 PM. |
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#3
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I'll work on it later tonight to see what I can do to it. Although, even the mouse control feels a little clunky.
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#4
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There is no movement acceleration, besides using the ctlr and shift keys. So you only have 3 disctinct speeds, where as in RO1 the speed built up continuously the longer you held a button.
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aka Wakke |
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#5
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Accualy, regarding turrent speed acceleration... I came up with an idea. If that kind of thing could be done you'd have a full control of the acceleration. Let's say we can bind the acceleration to the mousewheel(i know, mouse... wheel is the only thing that has such potential of control) You steer your turrent left, right, up and down with wsad/arrows and in the same time you manipulate it's acceleration with mousewheel. This way you'd have full control of it's speed.
On the other hand, i'm not sure if this idea is good in anything other than in theory. Things like that tend to be rather clunky. |
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#6
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Mmf, as I gathered from RO:OST, the rotation speed built up to it's fastest in about 0.8 of a second, minute adjustments were made by tapping the key, held down for any longer and it'd just go at whatever speed the max was. Trouble is, I think this was handled in the native code, dug in deep somewhere in the tank modeling (I looked at RO:OST's ini files and nothing relating to it was found in there). And I believe it's the same with RO2. I could make an atempt at adding a delay / build up to max speed, but that'd invovle some actual coding, and I havn't a clue where to begin with that (exec commands and the like).
Quote:
So yeah, I think I'm going to have to leave this one as-is, reached the limit of my skill (and online tutorials :< ). |
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#7
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Sounds great. Any chance you can also set it up so the arrow keys (or numpad arrows) give direction orders to the driver?
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#8
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The devs should vastly improve the controls menu to allow us to configure things anyway we want, with more options. Would save us all this trouble
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#9
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The game was already set up to work like that, the top part in the code tags contains the bit I removed so the arrows would be used for looking rather than commanding the driver.
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