For the complete documentation index, see llms.txt. This page is also available as Markdown.

Mouse and Keyboard panel

The Mouse & Keyboard Settings panel is divided into two working areas: Mapping and Aim Settings, with profile controls in the left sidebar and header, and file controls in the footer.


Element
Function

Profile

Names the .zmk file

In-Game Settings

Stores your own notes

Saved Profiles

Saved .zmk files


Select profile

Six selectable profiles:

  • HIP

  • ADS

  • AUX 1

  • AUX 2

  • AUX 3

  • AUX 4

AUX stands for auxiliary. These are additional mapping profiles that are activated with an assigned key or mouse button.

Button labels

Two options: PlayStation and Xbox. This switches which button icons are shown throughout the mapping rows.

Keyboard view

Toggle with OFF and ON positions. When set to ON, the mapping is displayed as a keyboard layout.


Mapping

The Mapping panel contains four tabs: Primary, Secondary, Movement and Controller. Copy and Paste buttons are located below the panel.

Binding rows arranged in two columns. Each row shows a controller button icon, the assigned mouse or keyboard input, and an × button to clear the binding.

Binding rows arranged in two columns. Each row shows a controller button icon, the assigned mouse or keyboard input, and an × button to clear the binding.

Contains a single section: Left Stick.

Direction bindings

Stick input
Bound key

Up

W

Down

S

Left

A

Right

D

WLK

G

Rows are cleared with the × button.

Sliders

Label
Row marker
Control

Walk Scale

WLK

Slider with value field

Analog Sim

SIM

Slider with value field

Walk Scale works together with the key assigned to the WLK row. While that key is held, the slider sets how slowly you move instead of running at full speed.

Analog Sim applies to the W, A, S, D direction bindings. It converts their digital on/off input into a gradual, analog-style output, similar to how an analog stick behaves.

Contains three sections: Left Stick, Right Stick and Triggers.

Each dropdown remaps that input to a different key or button. Each Deadzone slider sets a custom deadzone for that input.

Left Stick

Row
Control

Stick

Dropdown — None

Stick

Dropdown — None

Deadzone

Slider with value field

Right Stick

Row
Control

Stick

Dropdown — None

Stick

Dropdown — None

Deadzone

Slider with value field

Triggers

Row
Control

Trigger

Dropdown — None

Deadzone

Slider with value field

Trigger

Dropdown — None

Deadzone

Slider with value field


Aim Settings

Tuning

Setting
Control

Sensitivity

Numeric field

X/Y Ratio

Numeric field

Boost

Numeric field

Smoothness

Numeric field

Invert Y-Axis

Toggle

Sensitivity sets how far the reticle moves for a given mouse movement. Higher values aim faster.

X/Y Ratio sets the vertical sensitivity relative to the horizontal sensitivity. A value of 1.00 makes both axes equal.

Boost raises the output sent to the stick, so small mouse movements produce a stronger reticle movement.

Smoothness averages consecutive mouse samples to reduce jitter. Higher values feel steadier but respond more slowly.

Invert Y-Axis reverses the vertical aiming direction.

Translator

Setting
Control

Deadzone X

Numeric field

Deadzone Y

Numeric field

Deadzone Shape

Dropdown

Analog Stickize

Numeric field

Deadzone X and Deadzone Y compensate for the deadzone of the game, so the smallest mouse movement already registers.

Deadzone Shape sets the geometry of the deadzone to match the shape the game uses.

Analog Stickize scales the simulated stick output.


Ballistic Curve

The curve editor plots input against output, with both axes scaled from 0 to 10k. Curve points are shown as markers on the plot.

The horizontal axis is the incoming mouse movement, the vertical axis is the resulting reticle movement. A straight diagonal line from 0 to 10k is a linear curve, where the output matches the input.

Selected point

Element
Control

X

X-Axis

Y

Y-Axis

X and Y set the exact position of the selected point, as an alternative to dragging it on the plot.

Remove deletes the selected point. The start and end point of the curve cannot be removed.

Editor toolbar

Control
Function

Info

Button

Zoom out

Fit

Fit view

+

Zoom in

Percentage

Current zoom level

↩️

Undo

↪️

Redo

📖

Shows Minimap

Copy

Copies the current ballistic curve

Paste

Inserts a ballistic curve

Reset

Resets the curve back to linear

Expand

Shows ballistic curve in fullscreen


Control
Function

Import

Loads a new .zmk file

Export

Saves the current .zmk file

Defaults

Resets .zmk file

Reload

Reloads the page

Finalize → Save to Device

Saves the current .zmk file to the Zen

Only one .zmk file can be stored on the Zen at a time.

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