Modded Keybinding – Arma 3

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m (Resolved onAnalog vs onActionAnalog conflict)
m (Added missing semicolons)
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onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
}
};
}
};
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</syntaxhighlight>



Revision as of 21:16, 13 October 2021

As of Arma 3 logo black.png2.06, mods are able to define keys that can be bound by the user in the keybindings.

class CfgUserActions
{
	class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
	{
		displayName = "";
		tooltip = "";
		onActivate = "['TAG_MyActionName', true] call TAG_fnc_MyHandler";		// _this is always true.
		onDeactivate = "['TAG_MyActionName', false] call TAG_fnc_MyHandler";	// _this is always false.
		onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler";	// _this is the scalar analog value.
		analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
	};
};

Key Combination Enumerations

// Secondary combo types:
#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)
#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button
#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button
#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV
#define INPUT_DEVICE_COMBO_XI 0x00900000 // XBox controller (XInput)

// Main combo types:
#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis
#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)
#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button
#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis
#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV
#define INPUT_DEVICE_MAIN_XI 0x00070000 // XBox controller (XInput)
#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device

// Device types:
#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)
#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_SOLO_JB 0x00020000 // Stick button
#define INPUT_DEVICE_SOLO_JA 0x00030000 // Stick axis
#define INPUT_DEVICE_SOLO_JP 0x00040000 // Stick POV
#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device
#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference
#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis
enum MouseButtons
{
	MOUSE_BUTTONS_LEFT		= 0,
	MOUSE_BUTTONS_RIGHT		= 1,
	MOUSE_BUTTONS_MIDDLE	= 2,
	MOUSE_BUTTONS_CUSTOM_1	= 3,
	MOUSE_BUTTONS_CUSTOM_2	= 4,
	MOUSE_BUTTONS_CUSTOM_3	= 5,
	MOUSE_BUTTONS_CUSTOM_4	= 6,
	MOUSE_BUTTONS_CUSTOM_5	= 7
};

#define INPUT_DOUBLE_TAP_OFFSET     0x100   // Offset for double click (used as mask)
#define MOUSE_CLICK_OFFSET          0x80    // Offset for mouse button click (compared to hold)

Examples:

  • Left click: 0x80
  • Left click hold: 0x0
  • Left click doubletap: 0x100
  • Right click hold: 0x1

There are 256 stick buttons.

#define N_JOYSTICK_AXES		8 // 3 normal, 3 rotate, 2 sliders
#define N_JOYSTICK_POV		8 // 8 directional stick

TrackIR axis:

enum MovementTrackerAxis
{
	TRACK_PITCH = 0,	// Up / down rotation
	TRACK_YAW = 1,		// Left / right rotation
	TRACK_ROLL = 2,		// Side roll
	TRACK_X = 3,		// Left / right move
	TRACK_Y = 4,		// Up / down move
	TRACK_Z = 5		    // Forward / backward move
};
enum MouseAxis
{
	MOUSE_AXIS_LEFT = 0,
	MOUSE_AXIS_RIGHT = 1,
	MOUSE_AXIS_UP = 2,
	MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis
	MOUSE_AXIS_WHEEL_UP = 4,
	MOUSE_AXIS_WHEEL_DOWN = 5
};

Adding a new key

Defining a new action in CfgUserActions

class CfgUserActions
{
	class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
	{
		displayName = "My Test Action";
		tooltip = "This action is for testing.";
		onActivate = "_this call TAG_fnc_MyHandler";		// _this is always true.
		onDeactivate = "_this call TAG_fnc_MyHandler";		// _this is always false.
		onAnalog = "_this call TAG_fnc_MyAnalogHandler";	// _this is the scalar analog value.
		analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
	};
};

Defining a default keybind in CfgDefaultKeysPresets

class CfgDefaultKeysPresets
{
	class Arma2 // Arma2 is inherited by all other presets.
	{
		class Mappings
		{
			TAG_MyActionName[] = {
				0x25, // DIK_K
				"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
				"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
			};
		};
	};
};
If the key code is large enough, for example 0x1D130023 (Ctrl + H), then adding values may lead to a wrong result due to rounding errors (see Number - Floating-point Precision). As such, it is recommended to do the calculation manually and use that value instead.

Adding a keybind to the keybind options dialog

class UserActionGroups
{
	class ModSection // Unique classname of your category.
	{
		name = "Mod Section"; // Display name of your category.
		isAddon = 1;
		group[] = {"TAG_MyActionName"};
	};
};

Setting up a collision group (optional)

Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:

class UserActionsConflictGroups
{
	class ActionGroups
	{
		TAG_MyActionGroup[] = {"TAG_MyActionName"};
	};

	class CollisionGroups
	{
		// Add your group to an existing collision group:
		carMove[] += {"TAG_MyActionGroup"};

		// Or alternatively add your own collision group (which is usually preferrable):
		TAG_MyActionGroupCollisions[] = {"basic", "vehBasic", "HeadMove", "TAG_MyActionGroup"};
	};
};


Scripted Event Handlers

addUserActionEventHandler ["ReloadMagazine", "Activate", { systemChat "Reloading!"; removeUserActionEventHandler ["ReloadMagazine", "Activate", _thisEventHandler]; }]; The persistence of these EHs is the same as that of Mission Event Handlers - they are scoped per mission and get removed when the mission ends.

See Also:


Additional documentation on key bitflags (CfgDefaultKeysPresets)

// dik = 0xaaBBccDD // aa = combo KB key (second key of combo always keyboard) // BB = device type of first key (joy, mouse, KB,...) (or in case of combo, first half secondary combo type, second half main combo type) // cc = offset for joys or double tap info for KB // DD = key/button/axis identification

// BBccDD = whole info about first key // ccDD = button info (doubleTap or joyID+btnID) // DD = button local ID

Example for A + 2×B
DIK_A = 0x1E, DIK_B = 0x30
Combined code = 0x1E130130

combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30)

Example for A + Middle Mouse Button
DIK_A = 0x1E, middle mouse hold = 0x2
Combined code 0x1E110002

Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_MIDDLE (2)

Example for A + Mouse Left (move)
DIK_A = 0x1E, MOUSE_AXIS_LEFT = 0
Combined code 0x1E120001

Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1)

Example for Left Mouse Button + Middle Mouse Button
MOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2
Combined code 0x02310000

Combo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB (3), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_LEFT (0)