Discussion Aussiedroid's Excellent work

Dark on light, shew...not a fan of that new white with black lettering on the main forum.

Anyway, been trying to get Aussiedroid's Mining-auto-pulse repeater fire to work with a custom bindings file. I can't figure out what im missing...or the reference between the target script and his binds file that allows it to work.

Can i get a point in the right direction?

Thx
 
Hey dtdionne,

The way it works in the script:

1) First, outfit & set fire group in game.
2) Set the SHIFT Key position to Up (this is the 3-way toggle on the side of the Throttle)
3) Hold Pinky Trigger Modifier + Squeeze Primary or Secondary Trigger (depending on your firegroup).
4) Hold Pinky Trigger Modifier + Squeeze fire again to disengage.

Using Primary/Sec fire without the Modifier will just fire normally. Each position for the SHIFT Key enables a different fire mode (scanner, combat etc). Each position on the SHIFT Key also doubles for Ship Comms Channel in my code.

Hope it helps, but if you have any specific questions on the code let me know here or across on the main script thread :)

Cheers, AD
 
Hey dtdionne,

The way it works in the script:

1) First, outfit & set fire group in game.
2) Set the SHIFT Key position to Up (this is the 3-way toggle on the side of the Throttle)
3) Hold Pinky Trigger Modifier + Squeeze Primary or Secondary Trigger (depending on your firegroup).
4) Hold Pinky Trigger Modifier + Squeeze fire again to disengage.

Using Primary/Sec fire without the Modifier will just fire normally. Each position for the SHIFT Key enables a different fire mode (scanner, combat etc). Each position on the SHIFT Key also doubles for Ship Comms Channel in my code.

Hope it helps, but if you have any specific questions on the code let me know here or across on the main script thread :)

Cheers, AD

Hey man!! Thx for responding.

So when I chose your mappings file, in game it works. But then when I switch to my mappings file, it no longer auto-fires the pulse scanner...but oddly, when I go into the menu, it is auto-firing mouse_1/joy_1.

Of course if i then switch back to your bindings file, it auto-pulses.

It's the strangest thing. I've skimmed the include files for anything directly referencing the actual name of your mappings file, but i havent found anything.
 
No worries!

There are not many dependencies since I updated to the latest implementation. Primarily, you will just need the code under the TG1 mapkey sections, and add a few variables for the timings (or change to actual number values). Besides that, I think the only other thing is to set the Shift key using 'SetShiftButton'.

Edit: There is one function used in the TG1 mappings and that is 'initSetCombinedFire(1)'. Don't think that would be the issue here, but ensure its in your code too.

Have you made any changes to the code or using all the original code for the fire modes in the IOUMD?

Do you get any messages in the text output field in TARGET that might suggest an error?

Do the other fire modes work fine?

Cheers, AD
 
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I am using your code unaltered. Literally, the only thing I'm doing is switching back and forth from your "Aussiedroid Warthog Enhanced 4.0.0.binds" file and the "Custom.3.0.binds" file in "C:\Users\$uname\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings"...in game.

126586
 
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OK thanks for clarifying.

From what I can see in the screenshot the code seems to be firing correctly. It will print out each time the loop is triggered every 7secs or so. Pressing it again should stop it. It'll only be using the Primary/Secondary fire buttons from a mapping perspective (DX1 / DX3), so as long as they align the same in your custom binding it should work in game. Hard to say though not knowing what changes you have made from the default included binding file to your custom one. There are a lot of mappings dependent in the key bindings, that are also mapped to the script so any changes will likely cause issues with the script if not aligned.

Does it work ok when you are using the Aussiedroid Warthog Enhanced 4.0.0.binds ?

Cheers, AD
 
So to be super crystal clear, of your stuff, I've changed nothing, anywhere. I'm using it bone stock and yes it works fine. All im doing, in game, is switching from your binds to custom binds (PrimaryFire section diff below), from the presets drop-down in Options > Controls. I've searched thru ur binds file and the letters D and X nor do T and G appear together anywhere...so unless there's another in-game file in play here I have no idea what you mean about alignment. Joy_1 and Mouse_1 in the PrimaryFire section of the binds file appears to be the only relationship, yet it fails although those sections are identical (PrimaryFire sections diff below) I've also looked thru the keymap file, it's very straight forward, as is the binds file...but, clearly I'm missing something somewhere. Are you absolutely positively sure the target script isn't dependent on the binds file Root PresetName? Thats the only thing I can think of...i mean the <PrimaryFire> sections are identical between your binds and the custom binds, IT SHOULD WORK. Sometimes I hate computers :)

Even crazier, with the custom binds active, Joy_4 and Joy_1 DO actually toggle MINING-AUTO-PULSE off and on!!!!! IT JUST WON'T CONTINUE FIRING Joy_1/Mouse_1 (Pulse Scanner) in game automatically.

126623
 
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Or, I do believe there's a MultiCrewPrimaryFire and a ScooterPrimaryFire and maybe a FighterPrimaryFire...none of which I've mapped in the customs bind, could that be it, even though I'm totally alone, in my ship. The customs binds file has maybe 6 bindings, it's practically empty, except whatever's there by default.
 
I'm scratching my head a bit on this one o_O Looks like everything is ok, but its just not working for you. Hmmm...

I don't think the other Fire mappings are the issue. Those should default to the Standard Primary Fire unless mapped directly in their sections (on the chance you wanted a different setup for SRV/Fighter/Multi-Crew). Would be easy enough to test by mapping each out to the same trigger under each section.

There should be no dependency on the binding file/filename used. From a TARGET perspective, it doesnt really know or need to know if ED is running or not, it just does what it does.

What did you mean when you said "D and X nor do T and G" .. you lost me there. I think those keys are mapped to my CMS Hat Switch maybe (?)..

Looking back at the code again, the only other keys it uses is the Modifier keys (Pinky Trigger, CMS Hat Switch Button & Pinky Toggle Switch). Just thinking, do you have those mapped to anything directly in the custom binding file? In mine, they are unused so they are dedicated to being a modifier. If those are mapped differently that could potentially cause some weird behavior.

To check, are all your devices running the latest firmware? I see you had the script running so assume you have the latest software running, but there was also a firmware update for the Joystick semi-recently.

Yeah, I hate computers sometimes too lol!

Cheers, AD
 
DX and TG as in DX1 and TG1, I was referring to there being no mention of these in the binds file.

I do have Pinky Trigger mapped to UI Back I believe, I'll go back and delete any Pinky Trigger map and try again. It would be a very weird interaction but absolutely worth a try.

I'll also double check firmware and software versions.

THANK YOU SOOOO SO MUCH for continuing to help me with this!!!!
 
Ah gotcha, no worries at all, happy to help if I can :)

If its just the Pinky Trigger to fire the UI Back that might indeed be the issue. It is a perfect position for it though, but so it is for a Modifier lol. I ended up getting around this by having UI Back as both Pinky Trigger + CMS Hat Switch Button together (squeeze of the joystick as such). Then it doesnt fire when each button used individually for modifiers.

AD
 
Well, clearing all Joy_4 mappings didn't help. I did verify that <Root PresetName> has nothing to do with it.

In reading ur guide on Steam it says Map these in ED before you start. Do you mean edit the binds file manually thru like notepad? or do you mean thru the in-game key-capture mechanism? I ask because thru the in-game capture mechanism, with the script running, what's captured is often not what i was expecting. For example, it shows primaryfire mapped to Joy 1, but if i recapture (just for the hell of it) a single trigger pull registers [Joy 1]+[Joy 1]. Is that to be expected?

I'm still pluggin away :)
 
Bummer, I thought that might be the issue!

For the section where I mention to map before you start, these are primarily to map pedals and a few extras. Just mapping directly via the bindings in game is fine. There is something definitely wrong there though, as pulling trigger should only fire [Joy 1] once. If it is doing that for a single press then it may explain why the fire modes are not working... although I am not sure how its double firing unless its firing on release plus press (but the code shouldnt do that).

Can I ask, why you are going down the path to a custom binding file? I am just wondering if it might be better to start with the included bindings file and make changes from there if you need to customise. Might at least get around this weird issue :)

Cheers, AD
 
Why use a custom binds file...a legitimate question indeed. Well it’s primarily because of how I learn (a source of considerable frustration my entire life).

I thought it would be easier and quicker for me to get my arms around the target scripting portion with a super simple binds file.

I’ve had very little time to spend on this the last couple days, which hasn’t helped.

I should get some time here in just a bit though...and I’d be lying if I didn’t find this quite intriguing and interesting. So morbid curiosity is mixed in there too :)
 
So there was some weird interaction that's still mystifying. The binds file that i've been working with this whole time had Combined, Joystick, and Throttle designations...then starting yesterday Elite started throwing a Joystick and Throttle not found in Custom and quit loading that profile all together. Anyway, the other thing was that this started working as long as i replaced all Joy and Throttle with combined in the binds file...which blew up because both the throttle and the joystick have a Joy_1 when not combined. Im sure you can see how that didn't work.

Anyway, so I'm starting over. Is there a way to have toggled shifting? The most prized real-estate, imo, are the buttons accessible by your thumb on the joystick. And I was thinking it would be cool to use the Flaps positioning to give three distinct profiles for that prized real-estate. Most people seem to want them primarily for combat, and I do very little combat...but it would be cool to set the flaps forward to give me a combat setup, with mid and back providing two complete blank slates for the same buttons. IDK, what i really should do is just spend more time getting familiar with yours.
 
Anyway, so I'm starting over. Is there a way to have toggled shifting? The most prized real-estate, imo, are the buttons accessible by your thumb on the joystick. And I was thinking it would be cool to use the Flaps positioning to give three distinct profiles for that prized real-estate. Most people seem to want them primarily for combat, and I do very little combat...but it would be cool to set the flaps forward to give me a combat setup, with mid and back providing two complete blank slates for the same buttons. IDK, what i really should do is just spend more time getting familiar with yours.

Something definitely flipped out there! Did the script crash at any point? Looks like it didnt create the virtual device properly or stopped mounting it at some point.

In theory, it should be fine to use a shifting modifier key (afaik it should work). For my script though, that would be a pretty substantial rewrite of most of the mappings and code. My workaround/method is to use multiple modifier keys, but off course that adds some complication till you learn the ropes. On the up side, there is the Shift Key already mapped so it could be reused to set different bindings for different tasks if you want to give it a go.

I would give some time to the default bindings first though. Takes a little longer to learn (there is the beginners map too to help get the basics down), but once you get a grip on it, you will know more precisely if/what you want to change too. Might be less time/effort than creating the full bindings from scratch?

Cheers, AD
 
Yeah, that’s what I’m doing. I remapped ui back to joy4 and ui select to joy19 and while i haven’t done a ton of flying, things seem ok...and the pulse repeater still works fine.
 
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