Ten24Alpha420
Yes I Cannabis
+13|6296
Is it possible to make it so you can cyle your views in a vehicle by scrolling your mouse wheel up or down?

If not can you set scroll up to chase front, scroll down to chase rear and click to cockpit?
That leaves out flyby though.
kiteboarderni
Member
+62|6650
hmm this would be a very good idea. i cant even remember if you can program mouse up and down to anything else apart form change weapon!
NemeSiS-Factor
Favorite Weapon? Pistol
+29|6640|Everett, WA, US
Yup, select "next view camera" and scroll up.  If it's not automatic for the other, select "previous view camera" and scroll down.  Only scroll for one click when setting this though, it should be all thats required.  You'll need to do it for every vehicle, ground, boat, helicopter, and jet.
Mad Ad
Member
+178|6480|England, UK
A cycling list would need third party macro software but you can set a view for up/down/click quite easily.  However if done wrong you will lose the zoom on scroll in the commander screen.
Ten24Alpha420
Yes I Cannabis
+13|6296
I'm hearing there are a lot of ways to do it but no real answer on how to do them and can't find in searches.

NemeSiS-Factor wrote:

Yup, select "next view camera" and scroll up.  If it's not automatic for the other, select "previous view camera" and scroll down.  Only scroll for one click when setting this though, it should be all thats required.  You'll need to do it for every vehicle, ground, boat, helicopter, and jet.
There is no "next/previous view camera" option and when you try to assign something to wheel up or down it doesn't set as or recognize the scrolling as a button.

Mad Ad wrote:

A cycling list would need third party macro software but you can set a view for up/down/click quite easily.  However if done wrong you will lose the zoom on scroll in the commander screen.
Is there any guide on how to do that?

Last edited by Ten24Alpha420 (2007-03-31 16:32:50)

el capitan
Member
+11|6500
Here is the real way to do it... sorta. Lmao. If you can figure it out, you can get it to work.

First make sure you're editing the right Controls.con file

\My Documents\Battlefield 2 Demo\Profiles\0001 or 0002 (or more)

Double check Global.con in Profiles dir to see what one it calls.

The file is separated into 7 sections.

1. Infantry
2. Land
3. Air
4. Helicopter
5. Sea
6. Game Control (GUI, and other ingame things)
7. Player Input (Mouse look, camera, change inventory)

-------------------
Anatomy of the bind
-------------------

ControlMap.[Type of control] [action] [controller type] [key, button, axis] [key variable] [primary or alternate]

Everything starts with ControlMap. Don't change this or forget to add it.

---------------
Type of Control
---------------

The following are the available types of control

1. addbuttontotriggermapping (Mouse or joystick/pad button)
2. addkeytotriggermapping (Keyboard key)
3. addaxistotriggermapping (Mouse or Joystick axis)
4. addkeystotriggermapping (Keyboard keys that are bound to joint controls; walk forward/back, strafe left/right)
5. addbuttonstotriggermapping (Mouse or Joystick buttos that are bound to joint controls; walk forward/back, strafe

left/right)

------
Action
------

The following is a list of all available actions and their definitions divided into their appropriate categories

--------
Infantry
--------

C_PIYaw - Strafe (Joint Bind)
C_PIThrottle - Forward/Back (Joint Bind)
C_PIFire - Fire
C_PIAltFire - Alternate Fire (Usually zooms weapon)
C_PIAction - Jump
C_PISprint - Sprint
C_PIAltSprint - Key that is double tapped to sprint (make this the same as your foreward key)
C_PIWeaponSelect1 - Knife
C_PIWeaponSelect2 - Sidearm (Pistol)
C_PIWeaponSelect3 - Main Weapon
C_PIWeaponSelect4 - Various (Grenade Launcher, Rocket Launcher
C_PIWeaponSelect5 - Various
C_PIWeaponSelect6 - Various
C_PIWeaponSelect7 - Various
C_PIWeaponSelect8 - Various
C_PIWeaponSelect9 - Parachute
C_PIPositionSelect1 - Position when in vehicle
C_PIPositionSelect2
C_PIPositionSelect3
C_PIPositionSelect4
C_PIPositionSelect5
C_PIPositionSelect6
C_PIPositionSelect7
C_PIPositionSelect8
C_PIDrop - Drop/Pickup Kit
C_PILie - Prone
C_PICrouch - Crouch
C_PICameraMode1 - Inside
C_PICameraMode2 - From Back
C_PICameraMode3 - From Front
C_PICameraMode4 - Cinema
C_PIToggleWeapon - Weapon Switch (cycles one way)

----
Land
----

c_PIYaw - Turning
c_PIThrottle - Accel/Decel
c_PIFire - Main Weapon
c_PIAltFire - If the vehicle has 2 weapons
c_PISprint - Boost (If applicapable)
c_PIWeaponSelect1
c_PIWeaponSelect2
c_PIWeaponSelect3
c_PIWeaponSelect4
c_PIWeaponSelect5
c_PIWeaponSelect6
c_PIWeaponSelect7
c_PIWeaponSelect8
c_PIWeaponSelect9
c_PIPositionSelect1
c_PIPositionSelect2
c_PIPositionSelect3
c_PIPositionSelect4
c_PIPositionSelect5
c_PIPositionSelect6
c_PIPositionSelect7
c_PIPositionSelect8
c_PICrouch - Ducks when in a turret
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleWeapon
c_PIFlareFire - Fires a flare

---
Air
---

c_PIYaw - Rudder Left and Right
C_PIPitch - Up/Down
C_PIRoll - Rolls left and right
c_PIThrottle - Accel/Decel
c_PIFire - Main Weapon
c_PIAltFire - If the vehicle has 2 weapons
c_PISprint - Afterburner
C_PIAltSprint - Double tap for afterburner
C_PIMouseLook - Trigger Mouse Look on/off
c_PIWeaponSelect1
c_PIWeaponSelect2
c_PIWeaponSelect3
c_PIWeaponSelect4
c_PIWeaponSelect5
c_PIWeaponSelect6
c_PIWeaponSelect7
c_PIWeaponSelect8
c_PIWeaponSelect9
c_PIPositionSelect1
c_PIPositionSelect2
c_PIPositionSelect3
c_PIPositionSelect4
c_PIPositionSelect5
c_PIPositionSelect6
c_PIPositionSelect7
c_PIPositionSelect8
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleWeapon
c_PIFlareFire - Fires a flare

** This section is followed by this line
ControlMap.mouseSensitivity 1.7

----------
Helicopter
----------

c_PIYaw - Rudder Left and Right
C_PIPitch - Up/Down
C_PIRoll - Rolls left and right
c_PIThrottle - Accel/Decel
c_PIFire - Main Weapon
c_PIAltFire - If the vehicle has 2 weapons
c_PISprint - Afterburner
C_PIAltSprint - Double tap for afterburner
C_PIMouseLook - Trigger Mouse Look on/off
c_PIWeaponSelect1
c_PIWeaponSelect2
c_PIWeaponSelect3
c_PIWeaponSelect4
c_PIWeaponSelect5
c_PIWeaponSelect6
c_PIWeaponSelect7
c_PIWeaponSelect8
c_PIWeaponSelect9
c_PIPositionSelect1
c_PIPositionSelect2
c_PIPositionSelect3
c_PIPositionSelect4
c_PIPositionSelect5
c_PIPositionSelect6
c_PIPositionSelect7
c_PIPositionSelect8
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleWeapon
c_PIFlareFire - Fires a flare

** This section is followed by this line
ControlMap.mouseSensitivity 3

---
Sea
---

c_PIYaw - Rudder Left and Right
C_PIPitch - Up/Down hatches or doors
c_PIThrottle - Accel/Decel
c_PIFire - Main Weapon
c_PIAltFire - If the vehicle has 2 weapons
c_PISprint - Afterburner
C_PIAltSprint - Double tap for afterburner
C_PIMouseLook - Trigger Mouse Look on/off
c_PIWeaponSelect1
c_PIWeaponSelect2
c_PIWeaponSelect3
c_PIWeaponSelect4
c_PIWeaponSelect5
c_PIWeaponSelect6
c_PIWeaponSelect7
c_PIWeaponSelect8
c_PIWeaponSelect9
c_PIPositionSelect1
c_PIPositionSelect2
c_PIPositionSelect3
c_PIPositionSelect4
c_PIPositionSelect5
c_PIPositionSelect6
c_PIPositionSelect7
c_PIPositionSelect8
C_PICrouch - Crouches when in turret
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleWeapon
c_PIFlareFire - Fires a flare

------------
Game Control (This one is a bit messy) (The * ones should probably be left how they are by default.(I've included the
default line for them as opposed to what they do))
!!! - Mouse wheel is a bit odd, PAY ATTENTION - !!!
------------

c_GIMouseLookX - Axis for moving cursor Left/Right
c_GIMouseLookY - Axis for moving cursor up/down
*c_GIMenu IDFKeyboard IDKey_Escape 10000 0 (main menu)
*c_GIToggleConsole IDFKeyboard IDKey_Grave 10000 0 (` console) (this also has an alt bind to the End key)
*c_GIEscape IDFKeyboard IDKey_Escape 10000 0
*c_GIUp IDFKeyboard IDKey_ArrowUp 10000 0
*c_GIDown IDFKeyboard IDKey_ArrowDown 10000 0
*c_GILeft IDFKeyboard IDKey_ArrowLeft 10000 0
*c_GIRight IDFKeyboard IDKey_ArrowRight 10000 0
*c_GIPageUp IDFKeyboard IDKey_PageUp 10000 0
*c_GIPageDown IDFKeyboard IDKey_PageDown 10000 0
*c_GIRightShift IDFKeyboard IDKey_RightShift 0 0
*c_GILeftShift IDFKeyboard IDKey_LeftShift 0 0
*c_GILeftCtrl IDFKeyboard IDKey_LeftCtrl 0 0
*c_GIRightCtrl IDFKeyboard IDKey_RightCtrl 10000 0
*c_GIRightAlt IDFKeyboard IDKey_RightAlt 0 0
*c_GIOk IDFMouse IDButton_0 0 0
*c_GIAltOk IDFMouse IDButton_1 0 0
c_GIScreenShot - Makes a screenshot (default is PrintScreen)
c_GITogglePause - Pauses Singleplayer Game
c_GISayAll - Type to all
c_GISayTeam - Type to Team
c_GISaySquad - Type to Squad
!!! c_GIMouseWheelUp -1 IDFMouse IDAxis_2 0 DON'T CHANGE THESE. THIS DEFINES THE MOUSEWHEEL BIND LATER ON
!!! -1 c_GIMouseWheelDown IDFMouse IDAxis_2 0
*c_GITab IDFKeyboard IDKey_Tab 10000 0
*c_GIEnter IDFKeyboard IDKey_Enter 10000 0
*c_GIDelete IDFKeyboard IDKey_Delete 10000 0
*c_GIBack IDFKeyboard IDKey_Backspace 10000 0
c_GITacticalComm - Direct Squad Popup Comm
c_GIRadioComm - Normal Radio Popup Comm
c_GIMapSize - Map fullscreen toggle
c_GIMapZoom - Minimap Zoom
*c_GIMenuSelect0 IDFKeyboard IDKey_0 10000 0
*c_GIMenuSelect1 IDFKeyboard IDKey_1 10000 0
*c_GIMenuSelect2 IDFKeyboard IDKey_2 10000 0
*c_GIMenuSelect3 IDFKeyboard IDKey_3 10000 0
*c_GIMenuSelect4 IDFKeyboard IDKey_4 10000 0
*c_GIMenuSelect5 IDFKeyboard IDKey_5 10000 0
*c_GIMenuSelect6 IDFKeyboard IDKey_6 10000 0
*c_GIMenuSelect7 IDFKeyboard IDKey_7 10000 0
*c_GIMenuSelect8 IDFKeyboard IDKey_8 10000 0
*c_GIMenuSelect9 IDFKeyboard IDKey_9 10000 0
c_GIYes - Confirm request (Orders, TK Forgiv)
c_GINo - Same as above
c_GICreateSquad - Creates a Squad
c_GISelectSquad - Selects a Squad
c_GIToggleFreeCamera - Toggles the Free Cam on/off (not sure when this is used)
c_GIHotRankUp - Don't know about this feature either DEFAULT is Numpad +
c_GIShowScoreboard - Shows Scoreboard (TAB)
c_GIVoipUseLeaderChannel - Talk to Commander (VOIP)
c_GI3dMap - Toggle 3D map on/off
c_GISelectAll - Not sure what this is
c_GIDeselectAll - Same here
c_GILeader - Pulls up the Squads/Commander board (Default is CAPS)
c_GIVoipPushToTalk - Talk to Squad (VOIP)

------------
Player Input
------------

c_PIMouseLookX - Mouselook Left/Right
c_PIMouseLookY - Mouselook Up/Down
c_PICameraX - Camera Left/right (I think these are Battlefield Recorder controls)
c_PICameraY - Camera Up/Down (Same as above)
c_PIUse - Use vehicle/stationary weapon
c_PIReload - Reloads weapon
c_PIToggleCameraMode - Cycles camera modes (In, chase, front, cinema)
c_PINextItem -1 IDFMouse IDAxis_2 0 (This is for Next Item in Inventory)
-1 c_PIPrevItem IDFMouse IDAxis_2 0 (This is for Previous Item in Inventory)

---------------
Controller Type
---------------

This is tied into the second part (after the .)
It's pretty simple

IDFKeyboard - Keyboard Key
IDFMouse - Mouse
IDFGameController_0 - Joystick (If you have more than one, change the _0 to read _1, _2, etc. **It always needs a
number and even if you have 1 stick, it should read _0. Remember computers start count at 0, not 1)

The reason why this is needed is because you can bind Axis controls to Keyboards, Mice, AND sticks. Same with

Triggers.

-----------------
Key, Button, Axis
-----------------

This is where you select the key that is being bound.
I've included a list of what every key is called.
You should have no problem binding joystick buttons or mice buttons (I use a bunch on my Logitech MX510). I also
didn't include what they are because every joystick and mouse are different.

-------------
Keyboard Keys
-------------

IDKey_KEYNAMEHERE

The Alphabet is just the letter (A-Z)
The Top number row are just the numbers (1-0)
The F keys just F1-F12

Special Keys
------------

` - Grave
Print Screen - PrintScreen
(Top row number line)
- - Subtract
= - Equals
Backspace - Backspace
Tab -Tab
CAPS - Capital
Shift - LeftShift/RightShift
Control - LeftCtrl/RightCtrl
Alternate - LeftAlt/RightAlt
Windows Key - LeftWin/RightWin (Yes I was suprised it used these as well!)
Space - Space
[ - LeftBracket
] - RightBracket
\ - Backslash
; - Semicolon
' - Apostrophe
, - comma
. - period
/ - slash
Return (or enter) - Enter
Insert - Insert
Delete - Delete
Home - Home
End - End
PageUp - PageUp
PageDown - PageDown
Number Pad Numbers - NumPad1-0
Number Pad / - Divide
Number Pad * - Multiply
Number Pad - - Minus
Number Pad + - Add
Number Pad Enter - NumpadEnter
Number Pad . - Decimal

I think that's all of em!

------------
Key Variable
------------

This is what defines the key to be either one shot or press and hold repeat or double tap. (Confusing??)

Okay example, when you press W to walk forward, you would set that to hold and repeat. If it was one shot, your guy
would walk forward one step and stop. And example of one shot would be weapon select. IF you press 3 to select your
main gun, it chooses it. Even if you hold down the key it will only go once then stop. If this was set to hold
repeat, your gun would be continously switching between firing modes. Double tap are keys like sprint (I think that's actually the only one that is double tap).

The codes are as follows

0 - Hold and repeat
1000 - Double tap
10000 - One Shot

I experimented with changing some of these from their defaults to different types and the game doesn't like it very well. I suggest you keeping all of the defaults the way they are.

If you are building the Controls.con file from the ground up, I suggest looking at the default one for the proper
settings. I'm not going to post all of them here.

--------------------
Primary or Alternate
--------------------

It's a good idea to follow all of the lines with a 0
This signifies the default button
If you want an alternate button do the following
Copy and paste the line you want an alternate to
Change the appropriate key
Change the final 0 to a 1.
-------------
**JOINT BINDS
-------------

Treat these binds the same as single binds but you need to enter 2 keys or buttons or axis.
UP then DOWN
RIGHT then LEFT

It's a bit backwards (normally it's left then right).

THe way these are designed you cannot make one a mouse button and one a keyboard.

The only way to go around this is to make one set primary and the other alternate.

------------------

Well I think that just about wraps it up. If anyone has any questions after, please don't hesistate to ask.

I'm also TRYING (repeat) TRYING to learn Visual Basic to create a small program to make this bind file with ease.

I'll let you know if I come up with anything or if anyone else has more programming skill than me (I can set the clock
on the VCR), let me know if you want to help out.

Good Luck!
Credit to Random Skratch from the Planet Battlefield forums.
Mr.Dooomed
Find your center.
+752|6298

^WTF SPAM ZOMG!"!)!)(

Dude, just get a joystick with a lotta buttons. You can bind ALL your camera angles on the top of a good joystick (there is usually a button there for cameras) It works great. And then you can also do barrel rolls over people on the ground and make em think your a good pilot. Until u ram your chopper..... 
Nature is a powerful force. Those who seek to subdue nature, never do so permanently.
san4
The Mas
+311|6658|NYC, a place to live
This binds my mouse scroll up to weapon 9 (the parachute):

ControlMap.addAxisToTriggerMapping c_PIWeaponSelect9 -1 IDFMouse IDAxis_2 1

I think if you change

c_PIWeaponSelect9

to

c_PICameraMode2

that will bind camera mode 2 (F10) to mouse wheel up.
Mad Ad
Member
+178|6480|England, UK

Ten24Alpha420 wrote:

Mad Ad wrote:

A cycling list would need third party macro software but you can set a view for up/down/click quite easily.  However if done wrong you will lose the zoom on scroll in the commander screen.
Is there any guide on how to do that?
No theres no guide, I figured it out myself as I always bind melee weapons to my wheel in other games and got fed up with having no commander scroll.

ok, so im going by what you said you wanted (air controls, chase front and rear) but you can change the key to anything if you want to adapt it.


first open bf2 and check there is no secondary binds for F10 and F11 in the options screen and theres just the default F10 and F11 as primary.

Open your profiles controls.con and goto section:
ControlMap.create AirPlayerInputControlMap

remove:
ControlMap.addKeyToTriggerMapping c_PICameraMode2 IDFKeyboard IDKey_F10 10000 0

replace with
ControlMap.addAxisToTriggerMapping c_PICameraMode2 -1 IDFMouse IDAxis_2 0
ControlMap.addKeyToTriggerMapping c_PICameraMode2 IDFKeyboard IDKey_F10 10000 1

remove:
ControlMap.addKeyToTriggerMapping c_PICameraMode3 IDFKeyboard IDKey_F11 10000 0

replace with:
ControlMap.addAxisToTriggerMapping -1 c_PICameraMode3 IDFMouse IDAxis_2 0
ControlMap.addKeyToTriggerMapping c_PICameraMode3 IDFKeyboard IDKey_F11 10000 1


job jobbed. scroll up to look forward, down to look behind.  btw this will still allow you to scroll weapons when you are on foot as usual but if you want to change it in there, or any other section then you can do that too.
Ten24Alpha420
Yes I Cannabis
+13|6296
I tried for about an hour and I kept getting this. Wheel up worked but when I tried wheel down I got this.
https://i57.photobucket.com/albums/g223/alpha420/screen354.png

Thats perfect. I changed rear to flyby and set wheel click to cockpit.

Last edited by Ten24Alpha420 (2007-04-01 02:54:31)

Mad Ad
Member
+178|6480|England, UK
yeah itll bring up the weapon scroller but it shouldnt cause a problem - so all sorted then?
Ten24Alpha420
Yes I Cannabis
+13|6296
Roger. Appreciate it a lot.

A little more helpful then "Dude, just get a joystick with a lotta buttons."
el capitan
Member
+11|6500
genius_man16
Platinum Star whore
+365|6648|Middle of nowhere
i just have the joystick with a lotta buttons
Ten24Alpha420
Yes I Cannabis
+13|6296
I do too but I rather K&M with these settings, sorta like what the thread is about.

Last edited by Ten24Alpha420 (2007-04-01 17:28:58)

Ten24Alpha420
Yes I Cannabis
+13|6296
I had to re-patch and now can't figure out how to get mouse wheel click to be cockpit view.
This is what I have but do not know what button is mouse wheel click.

ControlMap.addKeyToTriggerMapping c_PICameraMode1 IDFMouse IDKey_? 10000 0

All I think I have to do is replace the ? with the button ID. I'm not even sure if thats all I need for it to work.

Would also be nice if it auto double clicked to get rid of the interior of the aircraft.

Last edited by Ten24Alpha420 (2007-05-21 22:37:32)

confused
Member
+10|6364|British Columbia

Ten24Alpha420 wrote:

I had to re-patch and now can't figure out how to get mouse wheel click to be cockpit view.
This is what I have but do not know what button is mouse wheel click.

ControlMap.addKeyToTriggerMapping c_PICameraMode1 IDFMouse IDKey_? 10000 0

All I think I have to do is replace the ? with the button ID. I'm not even sure if thats all I need for it to work.

Would also be nice if it auto double clicked to get rid of the interior of the aircraft.
I don't remember the name of the scroll button either, but if you go into the game and change your main weapon select to mouse scroll click in the options menu, when you go into the controls.con file search for main weapon and it will have the name you're looking for.
Ten24Alpha420
Yes I Cannabis
+13|6296
I can't believe all I had to do was set in in the ingame options. Retarded.
tF-afrojap
Member
+124|6817|SF
I personally have scroll up to instantly select med packs(weapon #5) and down for shocks(weapon #6). It instantly selects because I disabled the scroll to select weapon binds. However I found that the zoom map feature for the commander shared the same bind... silly DICE again. I'm rarely commander so I just assigned it to some other keys. Same with cam views when I'm in vehicles, I scroll up for Camview2 and down for Camview3. Not cycle. Works great without that annoying weapon selection popping up all the time.
Ten24Alpha420
Yes I Cannabis
+13|6296
I am not getting any problems with comander zoom. I have my infantry options set to other things also but this is my aircraft and helicopter controls now.
tF-afrojap
Member
+124|6817|SF
Like I said, the weapon cycling is shared with commander zoom, not camera cycling.

ControlMap.addKeyToTriggerMapping c_PINextItem
ControlMap.addKeyToTriggerMapping c_PIPrevItem

So unless you touch those, you will be fine.

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