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Flightgear joystick
Flightgear joystick




flightgear joystick
  1. #FLIGHTGEAR JOYSTICK CODE#
  2. #FLIGHTGEAR JOYSTICK FREE#

all simply applies it to the whole number. decimal does the same, but applies it to the part to the right of the decimal point. integer means that step or offset * factor is applied to the part of the property's current value left of the decimal point first. Mask This argument accepts three value: integer, decimal and all (default). Defaults to false.: Note When wrap is set to true, the max parameter must be set to the desired maximum value + step or factor in order to work correctly ! Defaults to "no maximum." wrap If true, the value will be wrapped when it passes min or max both min and max must be present for this to work. Defaults to "no minimum." max The maximum allowed value. factor When step is not given, offset is multiplied by this. If step is not given, this is multiplied by factor. offset Offset from the property's current value. step Amount to increase or decrease the property's value. Please refer to $FG_ROOT/Docs/ mands for additional information and refer to $FG_SRC/Main/commands.cxx for a complete list of available bindings.Īll given codes are examples, found on various places in the FlightGear package.

flightgear joystick

This article gives a small overview of frequently used bindings. Usually the aircraft-specific help spells it out. The key only performs as mixture control if the plane has mixture settings and if the plane didn't re-assign the key - so dependent on what plane you try, it may or may not. The Space Shuttle for instance has no mixture control, so the m-key switches from translational to rotational hand controller.

#FLIGHTGEAR JOYSTICK FREE#

Note Aircraft are free to override key bindings to fullfill their needs. Each binding must specify a command node with its particular type, see below. Bindings may contain conditions to make them conditionally executed. The bindings will be executed in the order in which they appear in the XML file.

#FLIGHTGEAR JOYSTICK CODE#

Bindings can be parameterized / customized using properties as arguments that are passed to each binding as a props.Node object.Īnd Nasal code can also be registered to become available as a dedicated fgcommand.Īn object, button or key can have multiple bindings assigned to them. There are different types of events supported by various subsystems, but the resulting action that can be triggered will typically involve either a hard-coded command (a so called fgcommand), or a block of scripted code (using Nasal). In other words, bindings are simply the term for actions that are associated with certain events in FlightGear. Interacts with a dialog (clicking a button, selecting list entries etc).Presses a key/button on the keyboard or joystick.Clicks an object in the scenery or in an aircraft.Bindings define what happens when a user:






Flightgear joystick