![]() You may also use it to assign a macro (a sequence of button presses / actions) to a key. The first time you run Input Remapper, you'll want to select the device (mouse or keyboard) from the device dropdown. Choose a device, and you can start creating a new preset to easily remap your keyboard or mouse buttons. Left-click in the Key column, then press the keyboard key or mouse button you want to remap, and it will show up in the key box. In case this doesn't work, you may need to click the Apply Defaults button that's displayed to the right-hand side of the device dropdown, and add the key after that.Īfter you enter the key (or keys) you want to remap, it's time to decide its mapping. Click inside the Mapping cell corresponding to the key you want to remap, then start typing what you want to remap the button to. you can type "con" and a dropdown should show the available options, like control_l, control_r, etc: You can type the first few letters instead of the whole word, e.g. Once you've completed the mappings, click the Save button. You might like: How To Record And Play Mouse And Keyboard Events Using Atbswp Macro Recorder (GUI) You must first Save the new mappings, then click the Apply button, or else the changes won't have any effect! And finally, click Apply to start using the new mappings. It's worth noting that using key combinations as mappings isn't as straightforward as you may think, at least not using the latest release (because as I already mentioned, mapping a combined button press to a key is on the todo list). Make sure to save any changes before exit or before launching the game.Instead, you'll need to use this macro as the mapping: m(control_l, k(f1)).įor how to use macros, check out the Input Remapper macro documentation, which also includes a few examples.ĭownload Input Remapper (previouslt Key Mapper) For example if you want to use Ctrl + F1 as the mapping for a key, adding control_l+f1 to the Input Remapper Mapping column won't work. Set Mouse to stick 1, axis 3 for X, and stick 1 axis 6 for Y (Right stick X and Y to mouse)Īfter all is done, it should look something like this: ![]() Right Mouse: stick 1, button 12 (Right stick click, center camera) Tab: stick 1, button 9 (Select button? It's the key for encyclopedia)Ĭ: stick 1, button 10 (Menu button? It's the key for System Menu in world map) (Not going to bother changing A since Space is default) W: stick 1, hat 1 up (for moving in game world and menu) This can be leverage for some good when applying to directional keys, but not so good for others. I've had issues using them where they fired both the original key function and any assigned output keys. IMPORTANT NOTE: Try not to use default game keys as input keys. The example will use joystick buttons for output, but it can use keyboard keys for output as well. Do the same for output, using the key with the function you want. Experiment with Relative options if needed, but default values should be usable.Īdd the plugin, set input by selecting Select Binding, then hitting the key to use. Use Relative mode so the joystick will stop when mouse stops. Repeat this for the y-axis output, but use vJoy Axis 6 instead. After that, select output again, but this time vJoy Axis 3. To set x-axis output, first select the correct vJoy Stick (if using device with ID 1, then just select option 1). ![]() These are used to map mouse to joystick and keyboard to joystick buttons.Īdd the plugin, set input to mouse. There is 2 plugin to use: MouseToJoy and ButtonsToButtons (listed under Remapper). You can also disable Minimize to Tray in View options. You can add controls to the Default profile or create a new profile to use, its up to you if you will use it for more than one game. ![]()
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