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Un-inverted horizontal (yaw) camera

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Recoil, Aug 4, 2013.

  1. Recoil

    Recoil
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    So, the vertical (pitch) camera isn't inverted, but the horizontal is inverted by default. How do I make the horizontal camera control non-inverted aswell? It's driving me nuts and making playing around in the alpha a pain in the ass as I keep turning the camera in the wrong way.

    Using 360 wireless gamepad.
     
  2. gabester

    gabester
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    BeamNG Team

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    We will add an option to the menu to invert/un-invert the camera rotation at some point :)

    For now, it may be possible to edit the input map in \scripts\client\inputmaps (check the console with ~ to see what input map it's auto-loaded)
     
  3. Recoil

    Recoil
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    I did try messing around with the gamepad config files, but didn't manage to figure out how to actually invert the yaw movement. Tried changing D to DI but that did nothing...
     
  4. gabester

    gabester
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    BeamNG Team

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    Sorry about that. As you can probably tell everything is in a very... well... alpha state. We will address all of these concerns :)
     
  5. Nipples

    Nipples
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    This is good to know. For me, the vertical camera or pitch has been a pain. Invert options would be fantastic. Will be looking forward to their addition :D.
     
  6. Fat-Alfie

    Fat-Alfie
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    Just edit your keyboard.inputmap.cs and flip the 4 and 6 keys.
     
  7. The Green Pa

    The Green Pa
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    I don't suppose that would work for an Xbox Controller?
     
  8. Recoil

    Recoil
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    Won't work, this is the line for gamepad:

    moveMap.bind(%device, thumbrx, "D", $gp_deadzone, gamepadYaw);
     
  9. Fat-Alfie

    Fat-Alfie
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    So couldn't you add the "I" option to that line, to invert the action?
     
  10. The Green Pa

    The Green Pa
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    He stated above he had tried that but it didn't work.
     
  11. Fat-Alfie

    Fat-Alfie
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    Sorry, I missed that part :eek:
     
  12. Sergal

    Sergal
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    moveMap.bind(%device, thumbrx, "ID", $gp_deadzone, gamepadYaw);
    moveMap.bind(%device, thumbry, "D", $gp_deadzone, gamepadPitch);
     
    #12 Sergal, Aug 15, 2013
    Last edited: Nov 8, 2020
  13. Kryotex

    Kryotex
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    scripts/client/default.bind.cs
    line 137 %pitchAdj = getMouseAdjustAmount(%val); changes to %pitchAdj = getMouseAdjustAmount(-%val);
     
  14. powerbuoy

    powerbuoy
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    Sergal's suggestion (ID instead of D) worked for me. Although I used it on the Y axis so that when I press up - the character looks up.

    Edit: Oh, in fact I used "DI" - but both seem to work.
     
  15. graysonk95

    graysonk95
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    Any idea on how to invert the Numpad controls?
    Coming from RoR it's really confusing to hit 6 and have the camera go to the left instead of the right.
     
  16. Sergal

    Sergal
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    moveMap.bindCmd(keyboard, numpad6, "np_x(-1);", "np_x(0);");
    moveMap.bindCmd(keyboard, numpad4, "np_x(1);", "np_x(0);");
     
    #16 Sergal, Aug 19, 2013
    Last edited: Nov 8, 2020
  17. graysonk95

    graysonk95
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    Awesome, thank you!
     
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