Remapping
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Remappings are defined at the beginning of a script and must be done before the main procedure. They cannot be executed during run time.
remap
Assigns the value of the controller input to the output
unmap
Disconnects an input from the output report
remap assigns the value of the input identifier to the output identifier.
remap PS4_CROSS -> PS4_SQUARE;Although you define remaps at the beginning of a script, the virtual machine does not execute the remaps until the main section has finished the current iteration. This means that any scripting operations on the remapped entries for inputs should be programmed for the original buttons without considering the remapped item.
remap <input identifier> -> <output identifier>;<input identifier>
Any defined variable
<output identifier>
Index point of the bit to be set with a range of 0 to 15
Nothing.
unmap disconnects an input from the output report. This means that although the virtual machine can still see the value of the button/axis on the input report, it will not pass its value onto the console in the output report.
You can therefore still use an unmapped button to run code or start combos in your GPC script without worrying about its original function being sent to the console.
<output identifier>
Any defined variable
Nothing.
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unmap PS4_TRIANGLE; // unmaps the PS4 Triangle identifier
unmap ALL_REMAPS; // unmaps all controller identifiers which have been remappedunmap <output identifier>;
