New Step (Event Steps)
Use this dropdown box to select the keyboard key (or mouse button) to send for the new event step. There are also several other event steps that can be used besides the basic keyboard and mouse steps.
NOTE: When 'Capture Keyboard' is checked, you can simply press any key on your keyboard to quickly select that key from the dropdown box. This allows you to add new steps very quickly!
- "keyboard key" steps - used to send keyboard messages for 'key press', 'key down', and 'key up' (and also 'repeat key press'). These are basic steps commonly used to create commands.
- "mouse button" steps - used to send mouse messages for the left, right, and middle mouse buttons (and also xbutton1 and xbutton2). These are basic steps commonly used to create commands.
- "mouse wheel" steps - used to send mouse messages for the mouse wheel to roll forward or backward (and also left and right on Windows Vista). These are basic steps commonly used to create commands.
- "force feedback" steps - used to send force feedback messages for the controller to start or stop rumbling (vibrating). These steps are not supported by all devices, and will be ignored if force feedback is unavailable.
- "mouse move" steps - used to send mouse messages for the mouse to move left, right, up, down, or diagonally. These steps are used to move the mouse with a button or digital pad; however, it is recommended that the 'map to mouse' feature be used instead when moving the mouse with an analog joystick.
- "mouse goto" steps - used to send mouse messages for the mouse to move to a specific place on the screen. These steps can be used with absolute or relative coordinates (and also with 'R' to restore the mouse to it's previous position before the last "mouse goto" step was triggered.
- "keyboard type" steps - used to send keyboard messages which will type a string of characters. These steps are useful for entering a block of text (rather than triggering actions in a game).
- "quick setting" steps - used to send internal messages which adjust profile settings on-the-fly. These steps are useful for several setting adjustments, such as slowing the 'map to mouse' speed (with joystick sensitivity) or adjusting the volume of your speakers.
- "change cycle pointer" steps - used to send internal messages which will adjust the next command to fire in a 'cycle command'. These steps are useful for creating advanced commands (such as reseting a 'crouch/prone' cycle to 'crouch' when a 'jump' command is triggered... even if 'prone' would have otherwise been next in the cycle).
- "configuration hot-swap" steps - used to send internal messages which will load another Pinnacle configuration on-the-fly. These steps are useful for creating complex configurations that can be switched in the middle of playing a game. By creating two or more configurations and then linking them together with 'hot-swap' based commands, you can assign an infinite number of commands and effects to your controller through Pinnacle.
- "play sound effect" steps - used to send audio messages which will play a sound from your speakers. These steps are useful for signaling different modes in complex configurations (such as those with hot-swaps).
- "executable file launch" steps - used to run any file on your computer with the associated program. These steps are useful for running MP3 files, creating hot key shortcuts, and much more.
- "loop back repeat" steps - used to send internal messages which will adjust the flow of event steps firing within a command. These steps are useful for repeating one or more event steps as a command is firing. When a 'loop back repeat' step is triggered, it will go back and fire any steps found above it for a set number of times (or infinitely repeat until the release event is fired). When multiple 'loop back repeat' steps are used, the loop-back will only repeat steps found above it, but after the previous 'loop back repeat' step... that is why it can be sometimes useful to add a loop-back that is set for zero repeats. If the command only needs to repeat a single keyboard key infinitely while the button is held, then there is no need for 'loop-back repeat' steps because a simple 'repeat key press' could be used instead.
Event Step Options (Key Press/Key Down/Key Up)
Use these option controls to select the type of event step you would like to add. Although most event steps will display these standard three options, some event steps will display alternative options instead (ie, Force Start/Force Stop for 'force feedback' event steps).
Add To.. (Pressed Event/Released Event)
Use the 'Pressed Event' or 'Released Event' button to add the selected event step to the list of steps.
Repeat (Key Press)
If 'Repeat' is checked, then the new 'Key Press' step will automatically repeat while the assigned controller button
is being held down. Use the slider to adjust the speed that the 'Key Press' step is repeated. This option is only
available when the 'Key Press' option is selected.
NOTE: Repeat Key Press steps cannot be added to the released event.
Automatically Add Corresponding Key Up Step
If this box is checked, then adding a 'Key Down' step will automatically add a 'Key Up' step for the same key.
For instance, adding a "Key M Down" to the pressed event would also add a "Key M Up" step to the released event.
This option is only available when the 'Key Down' option is selected.
Pressed Event Steps/Released Event Steps
The steps for each event are displayed in these 2 event lists. You can use the 'Move Up' and 'Move Down' buttons to
adjust the order that the steps will be fired. Use the 'Add Pause' button to add a short delay between steps. The 'Remove Step' and 'Clear Events' buttons can be used to remove steps from the lists. To add steps to the list,
use the 'Pressed Event' or 'Released Event' buttons (as described above).
NOTE: The small grey icon in the upper-left corner of the frame can be clicked to toggle the event step display between vertical and horizontal styles.
Capture Keyboard
When 'Capture Keyboard' is checked, you can simply press any key on your keyboard to quickly select that key from the dropdown box. This allows you to add new steps very quickly!
Notes and Tips
You can easily combine more than one "in-game action" by sending multiple keyboard messages with a single command (for example: the "Execute/Reload" command, as seen in the image below, sends keyboard key E and also keyboard key R so that both actions can be mapped to a single gamepad button. As long as the actions do not conflict with each other in the game, you can often combine them to create advanced commands (such as 'Execute/Reload', 'Pickup Item/Enter Vehicle', etc). If you need more help with command ideas, feel free to visit the Pinnacle Forum online where you can get assistance.
The speed of the 7 available repeat levels can be customized by right-clicking on the repeat speed slider. The "speed levels" of other event steps can be customized too (such as 'mouse move' and 'force feedback' steps).
For more information, see the How to Create a Standard Command section of Pinnacle Help.