1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.32 Bug Reporting thread
    Solutions and more information may already be available.

Making an Input Map (With Pics!)

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by KarlRyker, Mar 18, 2014.

  1. KarlRyker

    KarlRyker
    Expand Collapse

    Joined:
    Aug 24, 2013
    Messages:
    205
    Well, I got tired of helping people one by one, so I have decided to make a "How to Input Map" thread, basically so all the noobs can get there various controllers to work on their various machines. This is for Gamepads only, the first step will help people with wheels, but not he end.

    I do know that there is a wiki page, just in my opinion it is really confusing.

    A step by step tutorial:

    0. Get a damn controller BeamNG is almost useless without one.

    1. Plug your controller into your computer.

    2. Open BeamNG and do two things.
    a. Click ~ on your keyboard and scroll up to the top area and find where it lists things about your controller.
    GUID.JPG
    b. Go into a level and press "L" 10 times until you get to debug screen 10 "Input" and see if you get any response from the game if you press
    buttons and move the sticks. If you don't then your controller may not be compatible with BeamNG :(
    2014-03-16_00001.jpg

    3. If you get a response take the GUID from the ~ button screen and name one of the pre-existing input maps that, OR make a new text document and name it that GUID

    4. Open that up, it is time to understand how to make a personalized input map!

    Here are the basics:
    Your controller will have certain buttons that vary between others (some will have buttons 0-11 and others will have button_a, button_z, etc.)

    All the controls will start with mm.bind or moveMap.bind, depending on what it is it might be .bindCmd (command) .bindVLuaCmd (Lua Command)

    Here are most of the Gamepad possible controls (Might not have all):
    Parking Brake = parkingbrake_toggle
    Switch between Cameras = "beamNGCameraToggle();"
    Center Camera = "beamNGResetCamera();"
    Zoom in Camera = "beamNGZoom(- or + number);"
    GO to First Person = toggleFirstPerson
    Shift Up a Gear = shiftUp
    Shift Down a Gear = shiftDown
    Right turn signal = "electrics.toggle_right_signal()"
    Left turn signal = l"electrics.toggle_left_signal()"
    Set slow motion speed = "bullettime.set(Insert Speed Here)"
    Respawn Current Location = "beamNGReloadCurrentVehicle();"
    Reset to spawnpoint = "beamNGResetPhysics();"
    Switch Vehicle = "beamNGSwitchVehicle();"
    Pause Physics = "beamNGTogglePhysics();"
    Braking = brake_direct
    Acceleration = accelerate_direct
    Steering = steer_direct
    Clutch = clutch
    "np_x(-1);" (These are for the Camera)
    "np_x(1);"
    "np_y(1);"
    "np_y(-1);"
    joystickYaw
    joystickPitch
    Shift to Certain Gear = "shiftToGear(-1 to 6);"
    Toggle Shifter Mode =toggleShifterMode

    D = deadzone, Used like this: %mm.bind(%device, triggerr, "D", "-0.05 0.05" , accelerate); If 0 is the middle
    I = Inverts, self explanitory
    R = make it between 0 - 1 instead of -1 - 1

    5. Now decide what YOU want in YOUR input map, you can have whatever you want.
    Open the text document or the input map you want to edit

    // Product Name: Controller (Xbox 360 Wired Controller for Windows)
    // GUID: {028E045E-0000-0000-0000-504944564944}
    // axes: 5^Y^X^U^R^Z

    // 15% deadzone for the camera things
    $gp_deadzone = "-0.15 0.15";
    (Now you can see here that there is a pre-setup deadzone, this is not necesary)

    // camera
    %mm.bind(%device, thumbrx, "D", $gp_deadzone, gamepadYaw);
    %mm.bind(%device, thumbry, "D", $gp_deadzone, gamepadPitch);

    // movement
    %mm.bind(%device, thumblx, "D", $gp_deadzone, steer);

    %mm.bind(%device, triggerl, "D", $gp_deadzone, brake);
    %mm.bind(%device, triggerr, "D", $gp_deadzone, accelerate);

    %mm.bind(%device, btn_l, clutch );
    %mm.bind(%device, btn_a, shiftUp);
    %mm.bind(%device, btn_x, shiftDown);

    %mm.bindCmd(%device, dpadd, "beamNGResetPhysics();", "");
    %mm.bindCmd(%device, dpadr, "beamNGTogglePhysics();", "");
    %mm.bind(%device, btn_r, parkingbrake_toggle);
    %mm.bindCmd(%device, lpov, "beamNGSwitchVehicle();", "");
    %mm.bindCmd(%device, btn_y, "gamepadZoom(-0.1);", "gamepadZoom(0);");
    %mm.bindCmd(%device, btn_b, "gamepadZoom(0.1);", "gamepadZoom(0);");
    %mm.bindCmd(%device, btn_rt, "beamNGResetCamera();", "");

    %mm.bindCmd(%device, btn_back, "beamNGCameraToggle();", "");


    You can change whatever you want in the input map but make sure you are using the buttons that are in the text in the ~ screen:
    GUID buttons.JPG
    Only use button0 and such.

    6. It will take some time to get yours just right, but keep trying and you will get a great input map!
     
    #1 KarlRyker, Mar 18, 2014
    Last edited: Mar 18, 2014
  2. Motovader72

    Motovader72
    Expand Collapse

    Joined:
    Feb 9, 2014
    Messages:
    351
    Re: Making a Input Map (With Pics!)

    How do you go into a level after you click the ~ key.....:confused:

    Step by step is just that, sorry to nit pick, but you should
    be very specific which to do first.
     
  3. KarlRyker

    KarlRyker
    Expand Collapse

    Joined:
    Aug 24, 2013
    Messages:
    205
    Re: Making a Input Map (With Pics!)

    a and b, it doesn't matter which one you do first, or if you even do b, but I hope your smart enough to realize you need to close the ~ screen :p
     
  4. Motovader72

    Motovader72
    Expand Collapse

    Joined:
    Feb 9, 2014
    Messages:
    351
    Re: Making a Input Map (With Pics!)

    It does matter which you do first, which is my point.

    Step by step, you don't assume anyone knows anything.
     
  5. KarlRyker

    KarlRyker
    Expand Collapse

    Joined:
    Aug 24, 2013
    Messages:
    205
    Re: Making a Input Map (With Pics!)

    Exactly, I'm just letting people have some leeway, This should show them how, and be a learning experience.
     
  6. flippflopp90

    flippflopp90
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    14
    I'm having a hard time understanding how to do this and how to follow your steps exactly, I think you could explain a bit more in detail on what you are supposed to do.
     
  7. Ltp0wer

    Ltp0wer
    Expand Collapse

    Joined:
    Apr 14, 2013
    Messages:
    164
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice