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- #------------------------------------------------------------------------------
- # include generic camera controls
- exec( "_defCamera.cs" );
-
-
- #------------------------------------------------------------------------------
- # include generic keyboard controls
- exec( "_defKeyboard.cs" );
-
-
- #------------------------------------------------------------------------------
- #
- editActionMap( Herc );
-
- # use arrow keys for movement (too)
- bindAction( keyboard, make, left, TO, IDACTION_YAW, "+1.0" );
- bindAction( keyboard, break, left, TO, IDACTION_YAW, 0.0 );
- bindAction( keyboard, make, right, TO, IDACTION_YAW, -1.0 );
- bindAction( keyboard, break, right, TO, IDACTION_YAW, 0.0 );
- bindAction( keyboard, make, up, TO, IDACTION_SPEED, "+1.0" );
- bindAction( keyboard, break, up, TO, IDACTION_SPEED, 0.0 );
- bindAction( keyboard, make, down, TO, IDACTION_SPEED, -1.0 );
- bindAction( keyboard, break, down, TO, IDACTION_SPEED, 0.0 );
-
-
- # Add mouse to contol of the targeting cursor
- bindAction( mouse0, make, button0, TO, IDACTION_FIRE, 1.0 );
- bindAction( mouse0, break, button0, TO, IDACTION_FIRE, 0.0 );
- bindAction( mouse0, make, shift, button0, TO, IDACTION_FIRE, -1.0 );
- bindAction( mouse0, break, shift, button0, TO, IDACTION_FIRE, 0.0 );
- bindAction( mouse0, break, button1, TO, IDACTION_TARGET_SELECTED );
- bindAction( mouse0, break, button2, TO, IDACTION_TARGET_CLOSEST_ENEMY );
- bindAction( mouse0, xaxis, TO, IDACTION_LOOK_X, scale, 0.5, flip );
- bindAction( mouse0, yaxis, TO, IDACTION_LOOK_Y, scale, 0.5, flip );
-
- # The zaxis may cause input problems with some mice.
- #bindAction mouse0 zaxis TO IDACTION_TARGET_ADJ_ENEMY scale 0.5
-
-
-