Unfortunately there was no way to edit your cockpit controls in NetMech, unless you knew the back-end to the software, and only people who picked apart the game files learned how to reconfigure the cockpit controls from the back end.
The two files we will be working with are INPUT.MAP and GAMEKEY.MAP, they are found in the main directory of any MW2 game. The INPUT.MAP was the main file that got changed when you edited the controls, the GAMEKEY.MAP was all the controls you did not have access to changing in the full games.
And they both have two different syntaxes to them, and some keys are apparently not mapped in both of them.
Today we will go over the INPUT.MAP File.
The key-mapping for INPUT.MAP:
The syntax is as follows:
(Function) {
(Input Designator) (input device) (input)
}
So for example the default setting for the "Eye Point: Left" is 'Ctrl + Grey Left Arrow'
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pilot_pan_minus {
+ keyboard GreyLeftArrow
+ keyboard Control
}
The "+" designates that this key/button must be pressed.
The "keyboard" designates the input device.
The "GreyLeftArrow" and "Control" are the "Inputs" that must be made to make this Function.
Here is a small list of available Functions for the INPUTE.MAP file:
torso_tilt (up and down torso tilting for axis input only)
torso_tilt_plus (up torso tilting)
torso_tilt_minus (down torso tilting)
torso_tilt_reset (recenter torso tilting to center)
torso_pan (left and right torso panning for axis input only)
torso_pan_plus (left torso panning)
torso_pan_minus (right torso panning)
torso_pan_reset (center torso panning to legs)
throttle (throttle speed setting for axis only)
legs_pan_delta (turning mech left and right for axis only)
jumpjet_enabled (jumpjets thrust upwards)
jumpjet_fire_left (jumpjets strafe left)
jumpjet_fire_right (jumpjets strafe right)
jumpjet_fire_forward (jumpjets thrust forwards)
jumpjet_fire_backward (jumpjets thrust backwards)
throttle_plus (increase throttle speed)
throttle_minus (decrease throttle speed)
weapon_fire (fire weapon or current group, depending upon firing mode)
weapon_cycle (cycle to next weapon)
weapon_fire_group (fire all weapons in currently selected group)
weapon_fire_group_1 (fire all weapons in group 1)
weapon_fire_group_2 (fire all weapons in group 2)
weapon_fire_group_3 (fire all weapons in group 3)
weapon_cycle_group (Cycle to next group)
toggle_group_fire (toggle between group fire and single fire)
legs_pan_minus (turn mech left)
legs_pan_plus (turn mech right)
advance_nav (cycle forward through nav-points)
previous_nav (cycle backwards through nav-points)
reset_nav (cycle to first nav-point)
advance_target (cycle forwards through the targets)
previous_target (cycle backwards through the targets)
reset_target (cycle to first target, not sure which is first)
target_reticle (target whatever is under the reticle)
target_friendly (cycle through friendly units)
nearest_enemy (target nearest enemy unit)
inspect_target (inspect target)
self_destruct (it is that thing in the cockpit that says "in case of emergency: break glass, and press button.")
autopilot (engage/disengage autopilot)
pilot_tilt (up and down eye point for axis only)
pilot_tilt_plus (tilt eye point down)
pilot_tilt_minus (tilt eye point up)
pilot_tilt_reset (center eye point tilt)
pilot_pan (pan eye point left and right for axis only)
pilot_pan_plus (pan eye point right)
pilot_pan_minus (pan eye point left)
pilot_pan_reset (center eye point pan)
glance_left (glace left)
glance_right (glace right)
glance_up (glance up)
glance_down (glance down)
zoom_factor (zoom in and out for axis only)
zoom_factor_plus (zoom in)
zoom_factor_minus (zoom out)
zoom_factor_reset (reset zoom)
Assume that all functions are not for an axis (a key-press or mouse-click), unless otherwise noted.
Anything in brackets "()" are notes and definitions of the functions, they are not to be inserted inside the INPUT.MAP file.
Also this is not a complete list of every function that can be used in INPUT.MAP, however most functionality that a person would wish to modify in the game is present.
Next is the Input Designator, rather simple it is "+" or "-".
For buttons and keys a "+" signifies the input must be pressed, and a "-" signifies the button/key must be depressed.
For an axis "+" means regular and "-" means inverted.
Now we define the input device, which can either be "keyboard" for the keyboard and "mouse" for the mouse.
And yes, there other input devices for joysticks and virtual i/O devices, however I am not going to get into them since they are rarely used.
The Inputs, rather self-explanatory.
Refer to the "INPUT" image below for the list of key bindings. The red text is what you type in to designate that key, the Shift/ Ctrl/Alt keys each have two designations, the top one is for any Shift/Alt/Ctrl key pressed, and the bottom is to define it as left or right.
Anything that is "*UNKNOWN*" I could not find the Input for, or it just did not work when I tried it. if you know what it is or how to get it working post it up so everyone else will know too.
I am sure we can get into an interesting discussion in this area since this game has support for some funky keys I have never seen before on keyboards.
If you choose to have use a key to press to have alternate functions for a key you have to tell it to be pressed or depressed for each mapped function or you could find your key doing multiple things.
As an example let's say you want to use the Grey Home key as an alternate, when Home is pressed you want the Space-Bar to fire weapon, and when you only hit Space-Bar it cycles weapons.
You would think all it would take for the mapping would be:
Code: Select all
weapon_fire {
+ keyboard Space
+ keyboard GreyHome
}
weapon_cycle {
+ keyboard Space
}
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weapon_fire {
+ keyboard Space
+ keyboard GreyHome
}
weapon_cycle {
+ keyboard Space
- keyboard GreyHome
}
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weapon_fire {
+ keyboard Space
}
weapon_fire {
+ keyboard Tab
}