

Mouse Wheel For Zooming In And Out
Started by Cyberiad, Nov 16 2013 02:45 PM
33 replies to this topic
#21
Posted 20 March 2014 - 06:10 PM
Yes I´d like to zoon with the mousewheel. I´d also like to fire weapons clicking the wheel.
#22
Posted 20 March 2014 - 06:40 PM
Awesoome, on 20 March 2014 - 06:10 PM, said:
Yes I´d like to zoon with the mousewheel. I´d also like to fire weapons clicking the wheel.
You can already bind functions to middle mouse. That's what I use for zoom at the moment.
I find it utterly bizarre that they implemented new zoom functions, but still haven't made the two inputs that the zoom functions could use the most.
#23
Posted 14 May 2014 - 08:35 AM
I just wanted to give this thread a little bump and add my voice to the ones requesting that mouse wheel up/down should be configurable in the game menus.
Up to now, I've used a modified .XML file to achieve mouse wheel zoom, but I found out just a few moments ago that this is against the code of conduct, so I've reset my files to their original state and stopped using that workaround.
Here's hoping for an officially approved way to achieve mouse wheel zoom in the near future!
Up to now, I've used a modified .XML file to achieve mouse wheel zoom, but I found out just a few moments ago that this is against the code of conduct, so I've reset my files to their original state and stopped using that workaround.
Here's hoping for an officially approved way to achieve mouse wheel zoom in the near future!

#24
Posted 14 May 2014 - 02:11 PM
Greetings all,
No, I would not like this mouse wheel tied to the standard zoom function.
- We now have at least 6 functions assigned for zoom within the key bindings.
What I would like the wheel to be enabled for would be to actually zoom in and out the HUD mini map.
- Hold the mouse cursor over the mini map and wheel it into close view, or wheel it out for a general overview of targets that are out of your normal map radius.
(all without changing views, or loosing situational awareness from having the big map view hide everything.)
- The icons that are currently displayed will need to be dynamic as the map changes size.
- If the map is left unattended, or the mouse leaves the 'hover over' location, for a few seconds it reverts back to normal display.
- Commands will still need to be issued through the normal large map.
Now this begs the issue, what if I'm aiming very low and the reticle is located over the mini map area?
- Here's a solution that could work.
~ when in normal operating mode, anytime the reticle passes near the lower area of the window, and is approaching the mini map, the map slides down to the bottom of the window area.
(similar to how the windows taskbar can hide when not hovering over it, but reversed.)
~ to actually use the mini map just go to the bottom of the window, if it's hidden, of do a fast move to its location to hover over.
I'm sure PGI would be able to find a method to add function to the mini map, we already have zoom enabled on the large map so building this function for the small 'always on' mini map should be available.
9erRed
No, I would not like this mouse wheel tied to the standard zoom function.
- We now have at least 6 functions assigned for zoom within the key bindings.
What I would like the wheel to be enabled for would be to actually zoom in and out the HUD mini map.
- Hold the mouse cursor over the mini map and wheel it into close view, or wheel it out for a general overview of targets that are out of your normal map radius.
(all without changing views, or loosing situational awareness from having the big map view hide everything.)
- The icons that are currently displayed will need to be dynamic as the map changes size.
- If the map is left unattended, or the mouse leaves the 'hover over' location, for a few seconds it reverts back to normal display.
- Commands will still need to be issued through the normal large map.
Now this begs the issue, what if I'm aiming very low and the reticle is located over the mini map area?
- Here's a solution that could work.
~ when in normal operating mode, anytime the reticle passes near the lower area of the window, and is approaching the mini map, the map slides down to the bottom of the window area.
(similar to how the windows taskbar can hide when not hovering over it, but reversed.)
~ to actually use the mini map just go to the bottom of the window, if it's hidden, of do a fast move to its location to hover over.
I'm sure PGI would be able to find a method to add function to the mini map, we already have zoom enabled on the large map so building this function for the small 'always on' mini map should be available.
9erRed
#25
Posted 14 May 2014 - 03:40 PM
it never said "tied" I just want to be able to bind it.
#27
Posted 15 May 2014 - 02:36 AM
It would be a bit..."anoying" at times. You acidently scroll the wheel when you did not mean to. But it is a good idea saves pressing F5 [Is it F5?] to switch to 1st/3rd person.
#28
Posted 26 June 2014 - 06:44 AM
+1 for me....I would like this
least make it a bind-able option and have it zoom into advance zoom also if you have it.
wheel up = zoom in
wheel down = zoom out
thats all i want
least make it a bind-able option and have it zoom into advance zoom also if you have it.
wheel up = zoom in
wheel down = zoom out
thats all i want
Edited by Bigbacon, 26 June 2014 - 06:45 AM.
#29
Posted 27 June 2014 - 01:05 AM
Edit your actionmaps.xml in WordPad. First map the actions you want to assign to the wheel to other, available, non-default keys in MWO options (needed for them to appear in actionmaps.xml at all, as only remaps from defaults are written there). Then exit from MWO, find those actions in actionmap.xml using WordPad and replace your temporary keys with
mwheel_up
mwheel_down
Here's an example from my config, using mouse wheel for weapon group selection.
<action name="HUD_right">
<rebind defaultInput="right" index="0" input="mwheel_down" device="keyboard"/>
</action>
<action name="HUD_left">
<rebind defaultInput="left" index="0" input="mwheel_up" device="keyboard"/>
</action>
"Against CoC" is bulls81t. Those files are config files in your user profile, meant to be modified by user. If PGI sucks at UI it doesn't mean that you must hold youself back from using the abilities that are readily provided by the game. For example, I can easily use the wheel of my current gaming mouse without .xml editing at all - by creating the profile with mappable keyboard keys assigned to mouse wheel. I just don't want to bother, because .xml file was already edited for use with simpler mouse when I got my new beast. Should I enjoy this advantage over people without gaming mice with profiles? Not just mouse wheel binding, but also in-game slider for mouse sensitivity had been long absent from MWO as well because of PGI madskillz. So people without DPI switch had to rely on custom user.cfg even for adjusting sensitivity. If doing that is prohibited by CoC, PGI can as well put that CoC in the @$$ of their UI designers. But I believe it really isn't and Garegaupa had been misinformed about editing .xml files in user profile being CoC violation.
mwheel_up
mwheel_down
Here's an example from my config, using mouse wheel for weapon group selection.
<action name="HUD_right">
<rebind defaultInput="right" index="0" input="mwheel_down" device="keyboard"/>
</action>
<action name="HUD_left">
<rebind defaultInput="left" index="0" input="mwheel_up" device="keyboard"/>
</action>
"Against CoC" is bulls81t. Those files are config files in your user profile, meant to be modified by user. If PGI sucks at UI it doesn't mean that you must hold youself back from using the abilities that are readily provided by the game. For example, I can easily use the wheel of my current gaming mouse without .xml editing at all - by creating the profile with mappable keyboard keys assigned to mouse wheel. I just don't want to bother, because .xml file was already edited for use with simpler mouse when I got my new beast. Should I enjoy this advantage over people without gaming mice with profiles? Not just mouse wheel binding, but also in-game slider for mouse sensitivity had been long absent from MWO as well because of PGI madskillz. So people without DPI switch had to rely on custom user.cfg even for adjusting sensitivity. If doing that is prohibited by CoC, PGI can as well put that CoC in the @$$ of their UI designers. But I believe it really isn't and Garegaupa had been misinformed about editing .xml files in user profile being CoC violation.
Edited by Morang, 27 June 2014 - 01:19 AM.
#30
Posted 30 June 2014 - 02:32 AM
I voted NO because I've been using the mouse wheel since the CB through XML editing and I don't want to loose my advantage.
And while we're on it: PGI please don't add a FOV slider.
;-P
And while we're on it: PGI please don't add a FOV slider.
;-P
#31
Posted 30 June 2014 - 07:28 AM
I read somewhere this was coming in the next patch (Wednesday) is this true?
#34
Posted 12 March 2018 - 08:34 PM
Strig, on 20 March 2014 - 07:33 AM, said:
I really just want to be able to bind my mousewheel ...
I've been binding zoom in to mouse wheel up and zoom out to mouse wheel down this whole time so... Try the bind box to the right of the zoom in and out options under keyboard controls, click to bind and roll that sweet buttery wheel to make your dreams come true.
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