View Full Version : programming currentmode in yoke
bat05
25th November 2004, 06:11 AM
Is there a script to program currentmode selections to the yoke hat? I attempted to use the script sample in the manual but got no response though other button presses appeared to function properly. I'm using the yoke in Flying Fortress--The Mighty Eighth...and have been grounded for about as long as the original campaign. Thanks for any help.
MichaelCHProd
25th November 2004, 01:15 PM
What are you trying to do?
Are you looking to use the POV hat as a mode control?
Bob Church
25th November 2004, 01:22 PM
You'd need to uncheck the "Use as POV" box to keep it from causing you to look around, and you might need to unassign the POV in the sim to keep it from getting upset about not having one. Beyond that, it should just be a matter of assigning mode selection to "CMS" on the Program Settings tab, then you could use the 4 main hat positions in the script. They'd be referenced as JSx.B25, JSx.B27, JSx.B29, and JSx.B31 ("x" being whatever tab number the yoke was on). Something like:
script
if( JS1.B25 ) then
currentMode = MODE1;
endIf
if( JS1.B27 ) then
currentMode = MODE2;
endIf
if( JS1.B29 ) then
currentMode = MODE3;
endIf
if( JS1.B31 ) then
currentMode = MODE4;
endIf
endScript
Is that what you're looking for?
- Bob
The StickWorks
http://www.stickworks.com
MichaelCHProd
25th November 2004, 01:31 PM
Get'um Bob :)
In case I forgot to tell you on the phone.... have a happy Turkey Day :)
Bob Church
25th November 2004, 01:40 PM
>> In case I forgot to tell you on the phone.... have a happy Turkey Day <<
You too, Michael!
- Bob
bat05
25th November 2004, 03:33 PM
Originally posted by Bob Church@Nov 25 2004, 08:22 AM
You'd need to uncheck the "Use as POV" box to keep it from causing you to look around, and you might need to unassign the POV in the sim to keep it from getting upset about not having one. Beyond that, it should just be a matter of assigning mode selection to "CMS" on the Program Settings tab, then you could use the 4 main hat positions in the script. They'd be referenced as JSx.B25, JSx.B27, JSx.B29, and JSx.B31 ("x" being whatever tab number the yoke was on). Something like:
script
if( JS1.B25 ) then
currentMode = MODE1;
endIf
if( JS1.B27 ) then
currentMode = MODE2;
endIf
if( JS1.B29 ) then
currentMode = MODE3;
endIf
if( JS1.B31 ) then
currentMode = MODE4;
endIf
endScript
Is that what you're looking for?
- Bob
The StickWorks
http://www.stickworks.com
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bat05
25th November 2004, 03:40 PM
Yes. That was what I was looking for. Thanks for the response.I will give it a try but first I have to see a bird about ....whatever. Happy thanksgiving. :)
bat05
26th November 2004, 07:42 AM
I followed your recommendations and everything worked out well. I had been looking for some response to mode changes in the control set up to verify that everything was running OK. After your post, I ran the game and set up the controls...using the hat for currentmode selection and of course it worked using the script you gave me. Thanks again.I have had the yoke and peddles for months but never could figure out the set up.
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