Search the Community
Showing results for tags 'keybinds'.
Found 8 results
-
keybinds Sharing improvements to the default keybinds
ThrownStone posted a topic in ARMA 3 - GENERAL
I want to share some improvements to the default keybinds because I have found them quite good during my use of them. Make individual suggestions or whole alternatives here if you like. The actual configuration text for the keybinds is included for those who want to immediately improve the default controls without having to go through the long process themselves. The keybinding is organized into combiner keys which further group similar functions: Left Ctrl is for movement like stances, zeroing scope, changing weapons. Right Ctrl is for activations like toggling engine and wheel brakes, opening the journal and such things that are dangerous to do by accident. The LWindows Key is for communication, because CapsLock on my small keyboard is already it's own combination key. The windows key is commonly used by mods, so I avoided it for most vanilla functions. But people often need to rebind buttons for such things as TeamSpeak and Discord anyway, so for VON I have made an exception, because CapsLock even on normal keyboards is not enough. The LAlt key is extended further as the view combination key. For example it now controls zoom with C [Closer] and X [Farther]. Y is removed as Zeus key mainly to avoid annoying Zeus accidentally. It was my original key combination key for zoom and view functions before I added LAlt key combinations to make view controls more consistent. Some highlights of the key binds: VoiceChat: LWindows + Q or E changes the selected voice channel. Any Left combiner key and LWindows is an additional way to talk on the selected voice channel. Combine LWindows with left bottom row keys instead for immediate use of individual voice channels. Double tapping the windows key activates VON for when you want to do anything without holding the button. CapsLock is still bound as a simple key for players to find before they decide to rebind it and find alternatives already set. Players should find that they will be pressing shift anyway when trying to talk in a hurry. Infantry: LCtrl + Scroll sets sight range distance, same with LCtrl + Q & LCtrl + E LCtrl + bottom row keys expands the stance keys to include a direct selection of the main stances instead of just a toggle. Moving directly to prone crouch or stand is useful for when animation delays bugs or panic leaves you confused about where your stance toggle is going to go stop. W x2 is for sprint for when you don't want to hold shift. There is no toggle for sprint so that it's behavior is reliable. Holding the Ctrl key while holding a movement key helps control your pace by temporarily toggling walk or run. This adjusts your accuracy of aim vs speed while moving. It is better than using only W + S because it avoids loosing weapons sights and does not stop you temporarily for the animation. It also makes holding alt while looking down sight a more usable feature. Arguably LCtrl + S to duck your head further during crouch walk does the same thing to improve aim on the move. This is an alternative to that. Command: I treated getting into Tactical Mode as a view mode because the first thing you do in it is is zoom all the way out, which is again made a button to be right beside it. But no need to move your hand now. Press Alt + Z to get into it. Flight: The dangerous AutoHover and Auto-vectoring button now requires left control. X alone is now for speed-brake. This allows you to just hold Z to glide as the VTOL and not worry about how much the speed-brake is slowing you down. Which is a problem in the slow to land, quick to stall BlackFish. X in helicopters instead releases trim which is set with Ctrl + W|A|S|D. Trim set is unbound because it just causes unexpected loss of control with mouse flying. Ctrl + Shift|Z for helicopter analog collective is bound because it allows instant collective control in advanced flight model with just a keyboard. It can be moved from max to min to center instantly by how you use the left Ctrl key in combinations with Shift and Z . Hold Ctrl + Shift it goes to max. Release Ctrl and it stays at max. Release instead shift and it stay at center. Same with Z. There is similar functionality with planes using Ctrl + Shift for instant 100 percent throttle or zero throttle. This is great for saving the Blackfish when you make a miscalculation. Accidental button presses may trigger this unexpectedly though, so it's mostly about about high performance flying. Turrets: Though i made alternatives to these keys, I find it more comfortable to use Y key combinations. I left it in for curiosity sake and especially for turrets because it rests the fingers right on T and R for quick auto raging, spotting and lockons in a vehicle. It also leaves the pinkie free to give some limited steering commands. Y+T zoom in, Y+R Zoom out, T zeroing range|RevealTarget, R Next target, Y x2 change view. When manual ranging is required it's not as good, but it can range with Y+Q AND Y+E. It's also useful for easily finding much unused keybind space for personal keybindings. Zeus: I moved the Zeus key to RCtrl + Y so I only press it intentionally. Side notes: For keyboards that use CapsLock to turn WASD into arrow keys. You can steer your unit just like the AI do so that you use torso aiming just like the AI do. It's only really good for getting mistaken as AI though since turning your body turns your gun, and releasing hip aim resets it back to middle before you may turn, which is bad for human aim. I suggest Bohemia consider making it auto stabilized, like when in mobile turrets. Add a button that turns your legs the way you are aiming, with the appropriate hip fire accuracy penalty for turning your legs like it is now. The ideal controls for this binding would be to center legs to aim when Left Ctrl is pressed or even better when alt is released while pressing Ctrl. Or just have it done automatically or have a toggle. Currently hip aiming completely bypasses the hip fire accuracy penalty of turning back and forth rapidly because your character is not turning at all, but it's small benefits to unpredictable behavior upon release makes it not worth using. I am expecting suggested improvements to these keybinds, so I will tell you my guidelines while creating this scheme: Controls near default or based on default. Controls favor higher performance methods of players. Letters sound like the function help with memorization but not at a large cost to players performance. The layout familiar to other games where practical. Fingers able to keep doing things commonly done at the same time. Assume a standard keyboard and mouse is used, but don't sacrifice the placement of keys that won't be placed on mouse buttons. Have combination keys properly grouped to related keys for better memorization. Having fingers where they can press commonly used buttons at the same time. No conflicts between vehicles. Move keys that are dangerous to a safer key combinations. Duplicate controls are okay if they add usability to different use cases. Favor adding back unbound functions and creating duplicates that are useful for skilled players, as long as they stay simple to use. Only bind keys that can be bound in game. Final notes: It includes keybinds for only one mod, "Enhanced Movement". J is for jump which is why the Journal is moved. It has not been tested for conflicts with other mods like ACE since they conflict with each other by default anyway. Note when you start using the permanent zoom KeyBind you may notice a view bug. With the main optic mode when you are permanently zoomed out, leaving the optic switches to permanently zoomed in instead of matching your zoomed out state, like it does for the secondary optic mode. Alt + X is the fastest way to fix it in combat and is one of the reasons I put zoom controls there. Y + R has your fingers mostly off of WASD and so is not convenient for infantry to compensate for this bug. For those who want to try this KeyBinding configuration. Go to your profile files folder usually in "%USERPROFILE%\Documents\Arma 3 - Other Profiles\YourProfileName\YourProfileName.Arma3Profile". Otherwise it's in the "%USERPROFILE%/Documents/Arma 3/..." folder. Backup your file by opening the files context menu > "send to" > "Compressed (Zipped) Folder" of your preferred method. (This is important). Open in a basic text editor, find, match up and replace the following key binds which all start with the word "key". Note that they are split up into four sections in my file. So I labeled them as such. Then save the file. I included every entry that starts with "key", even if I didn't change them to ensure a clean slate.-
- 3
-
- suggestions
- configuration
-
(and 1 more)
Tagged with:
-
Manual Control Assignment via chimeraUserInput.conf
rn_max posted a question in Arma Reforger - Questions & Answers
Currently the state of the Settings > Controls UI prevents reassignment of keys for those of us who cannot play using the default WASD based layout. I have managed to reassign a few control binds so far by sheer persistence, when the UI has worked briefly on some occasions after launching Reforger. The last few attempts have resulted in no further key assignments as the dialog fails to appear when a listed control is selected. There is, however, a potential workaround, if the required information is made available for it to be usable. The changes I have managed to make have been recorded in (for Windows 10) [user]\Documents\My Games\ArmaReforger\profile\chimeraUserInput.conf. Unfortunately only the changes are recorded in the file, not the entire control set and neither have I managed to track down any reference to the control definitions used in this configuration file, which appear to be formatted thus: ActionManager { Actions { Action CharacterForward { InputSource InputSourceSum "{59F149755A229279}" { Sources { InputSourceValue "{59F149755A2292E5}" { FilterPreset "primary:forward" Input "keyboard:KC_O" } InputSourceValue "{59F1497558C12CD4}" { FilterPreset "primary:back" Input "keyboard:KC_L" } } } } Action CharacterRight { InputSource InputSourceSum "{59F149755981B3FD}" { Sources { InputSourceValue "{59F149755981B3B0}" { FilterPreset "primary:left" Input "keyboard:KC_K" } InputSourceValue "{59F149755687CCD6}" { FilterPreset "primary:right" Input "keyboard:KC_SEMICOLON" } } } } Action CharacterStanceAnalog { InputSource InputSourceSum "{59F14974A5ED19E2}" { Sources { InputSourceValue "{59F14974A5ED199C}" { FilterPreset "primary:axis" Input "keyboard:KC_RSHIFT" } } } } Action CharacterSprintToggle { InputSource InputSourceSum "{59F14974B6FBF6A9}" { Sources { InputSourceValue "{59F14974B6FBF17D}" { FilterPreset "primary:click" Input "keyboard:KC_APOSTROPHE" } } } } } } From the sample above the format seems more complex than a simple one control - one key list, particularly with the two sets of directional controls, which appear to be paired. Is there a complete list of control assignments or documentation on how to format them available? Otherwise until the control settings function correctly, I've invested in little more than a menu page test. -
Question About Official Modded Keybinding Setup (since v.2.06)
kingofnuthin1980 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello guys, I've tried the new Modded Keybinding, but it's not working for me. Even if using the examples: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding WHAT HAPPENS: in the keybinding settings there will be a new category "Mods" with three entries: "Camera" "Editor Camera" "Mod Section" (the one created by the example) but the keybind option "My test action" (Mod_MyActionName ) will be under "Editor Camera". The created entry "Mod Section" is empty Everything else working fine. You can set the keybind and scripts are executed. Any idea what I'm missing, to push the created entry into "Mod Section"? EDIT: The "Camera" and "Editor Camera" settings are default settings. They just appear under "MODS" after adding the custom keybind. The default settings for "Editor Camera" are all gone and replaced by the custom keybind (Mod_MyActionName). Thanks for throwing your brain cells into it 🙂 -
Good night, I'm starting this part of the script and I have a doubt that for you it will be silly, there is an animation in arma3 and I would like to put a shortcut key | Keybinds (Shift+5) to use it, is it possible? thank you guys animations like : InBaseMoves_HandsBehindBack1
-
I can not use my WASD keys for movement, unless i hold the alt key down before pressing them. I realize ALT is default for looking around, and have thus double clicked, triple clicked, clicked times infinity that particular key to make sure it is being used correctly. I have uninstalled and reinstalled ARMA twice. I have disabled all my mods and just played vanilla arma. The Arrow keys still function as intended for movement purposes. i can still actually control and use wasd to change stances. the only thing i can not use the wasd keys is for movement. i can rebind them to any other feature, and they still will only function if i hold ALT down prior. now if i clear every keybind EXCEPT for WASD, they still wont work. If i go through every key bind, adding left ALT to it along with having WASD they might work, i will let you know if i ever get around to doing that. Otherwise if anyone has any other thoughts on why they are not working, please let me know.
-
Will we ever get the option to change key binds on Eden editor? it's not rocket science, we can customize key binds for literally everything apart from Eden which is a major part of the game, Bohemia please?
-
AFM Keybinds and Custom Control Systems
pyroflash posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I am writing a bunch of custom control system logic for helicopter AFM's, but right now, interaction with these systems is very limited. Specifically, I was wondering if it would be possible to say, create a custom keybinding to link to a function inside the AFM to allow things like enabling/disabling/selecting different autopilot modes. In addition, is there any functionality that would allow things like programming SPAD pins to allow a system like BUCS in the Apache to be implemented? It would require modification of the checks used to determine control of the helicopter between pilot and co-pilot, and the ability to switch between one system control logic to another on the fly. -
Hey there, as we all know the keybindings in Arma aren't the best. I'm trying to make the keys for a friend more ergonomic. I've set the zoom function to be RMB+Mouse wheel up/down so while scoping a sniper scope you can zoom in and out easier. While this works really well and is very natural, my problem is that the context menu still works while aiming down sights and even takes you out of scope. Just need a way to disable the context menu while the RMB is pressed. Like a command line to put in the folder of the profile.