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.
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.
Header
Profile
Names the .zmk file
In-Game Settings
Stores your own notes
Saved Profiles
Saved .zmk files
Sidebar
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.
Contains a single section: Left Stick.
Direction bindings
Up
W
Down
S
Left
A
Right
D
WLK
G
Rows are cleared with the × button.
Sliders
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
Stick
Dropdown — None
Stick
Dropdown — None
Deadzone
Slider with value field
Right Stick
Stick
Dropdown — None
Stick
Dropdown — None
Deadzone
Slider with value field
Triggers
Trigger
Dropdown — None
Deadzone
Slider with value field
Trigger
Dropdown — None
Deadzone
Slider with value field
Aim Settings
Tuning
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
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
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
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
Footer
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
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