GameFiles

Commands


Open_COM

This command connects to the light gun, through its interface. The most common is the serial port. Then USB HID, BlueToothLE, and TCP port. Also, it will send any needed commands to initialize the light gun for external feedback control. And lastly, will do the ‘Shake’ command, to let the light gun user know that the light gun has been hooked.

Close_COM

This command first send any command to disconnect from the light gun. To take it out of external control, if needed. Then it closes the interface connection. The closing of the interface can be stop, by un-checking the “Close Serial COM Port on Game Exit.” setting. This will stop the closing of the interface for all the kinds on connection, not just the serial port.

Open_COM_NoInit

This command just connects to the light gun, through its interface. However, it will not send any commands to initialize the light gun for external feedback control.

Close_COM_NoInit

This command closes the light gun connection. It doesn’t send any commands before disconnecting. The closing of the interface can be stop, by un-checking the “Close Serial COM Port on Game Exit.” setting. This will stop the closing of the interface for all the kinds on connection, not just the serial port.

Close_COM_InitOnly

This command doesn’t close the connection with the light gun. It only sends the needed commands to take the light gun out of external control.

Damage

This command will vibrate or shake the light gun. This only happens, if the light gun has a vibration motor. This command is usually used for when the player takes damage. It is separate from shake command, if other commands is wanted. For example, the user wants the LED to flash red when damaged. Not when reloading or some shake feature in a cut scene.

Recoil

This command will make the light gun recoil. Only solenoid recoil is currently supported, as all supported home light guns have solenoids. None use a vibration/rumble motor to simulate recoil. The command will only execute on a transition not ending with a zero value. So a transition from 0 to 1, will cause a recoil. A transition from 1 to 0, will not cause a recoil.

Recoil_R2S

This command converts the vibration/rumble recoil signal to a solenoid recoil. When the trigger is held down on a vibration/rumble recoil light gun, the recoil signal will go high, and stay high until the trigger is release, or when the ammo reaches zero. This tells the vibration/rumble motor to run. This doesn’t work for solenoid recoil, as it needs spikes or transitions ever Xms. When a 0 to 1 transition happens, a recoil will happen and a timer starts for Xms. When the timer runs out, another recoil will happen and timer starts again. This keeps happening until the signal transitions from 1 to 0.

Recoil_Value

This command directly connects the output signal to the solenoid. When the signal is at 0, the solenoid is at rest, and no current is being driven. Then the signal is a 1 or higher, then the solenoid is active and current is running through it. When the solenoid starts to be active, it starts a timer. If the timer reaches 200ms, if will deactivate the solenoid and block any further recoils, until the game ends. This is a safety feature.

Reload

This command usually makes the light gun vibrate/rumble and the LED flash green. The vibrate/rumble can be turned off per light gun. By setting the ‘Reload Without Rumble’. Then the LED will flash green only. If the user set ‘Disable Reload’ then nothing will happen. The command will only execute on a transition not ending with a zero value.

Reload_Value

This command usually makes the light gun vibrate/rumble and the LED flash green. The vibrate/rumble can be turned off per light gun. By setting the ‘Reload Without Rumble’. Then the LED will flash green only. If the user set ‘Disable Reload’ then nothing will happen. This command needs to be connected to the player’s ammo value output signal. When the new ammo value is greater than the last ammo value, then command executes.

Ammo_Value

This command needs to be connected to the player’s ammo value output signal. When the new ammo value is greater than the last ammo value, then the ‘Reload’ command executes. When the new ammo is less than the last ammo, then a recoil happens. When the new ammo value equals the last ammo value, then nothing happens, and is a violation. As output signal values only get updated when they change. If the Ammo_Check Options is being used, then a recoil will only happens if the old ammo minus new ammo is equal to 1 (2 in Slow Mode). When it doesn't equal the value, it will do a reload, so when switching weapons, a reload will happen in the majority of cases. It can do a recoil, if the new weapon has 1 less bullet than the old weapon. But this is low probability.

Shake

This command will vibrate or shake the light gun. This only happens, if the light gun has a vibration motor. This is used for non-damage vibration/shake moments. If a game has shake feature, like when a monster roars. The command will only execute on a transition not ending with a zero value.

Life_Value

Keeps track of the life of the player. If damage happens, then it will send the damage command to the light gun. If the player life goes to 0, then it will send the Life_Value command to the light gun.

Death_Value

Like 'Life_Value', this keeps track of the life of the player. It does nothing when damage is taking. If the player dies and life goes to 0, then it will send the 'Death_Value' command to the light gun.

Auto_LED

The command is only used for the Retro Shooter’s RS3 Reaper. It turns off the 5 side LEDs recoil feature, that turns on automatically when external control is used. The 5 side LEDs recoil feature, makes all the lights orange. Then when the player gets to 4 bullets, it turns 1 LED red. At 3 bullets, 2 LEDs are red, and so on.

AspectRatio_16:9

This command tells the light gun that the screen aspect ratio is 16:9. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

AspectRatio_4:3

This command tells the light gun that the screen aspect ratio is 4:3. Or simulating a 4:3 screen on a 16:9 screen. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Joystick_Mode

This command puts the light gun into game pad or joystick mode, if available on the light gun. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Keyboard_Mouse_Mode

This command puts the light gun into mouse or keyboard & mouse mode. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Display_Ammo

This command needs to be connected to the ammo output signal. If the light gun has a display, then it uses its value as the display value.

Display_Life

This command needs to be connected to the life (health) output signal. If the light gun has a display, then it uses its value as the display value.

Display_Other

This command needs to be connected to the output signal chosen by the user. If the light gun has a display, then it uses its value as the display value. This is usually used for debug.

Offscreen_Button

This command sets Off Screen Firing Mode for certain light guns. This makes an off screen shot generate a right click, instead of a lift click. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Offscreen_Normal_Shot

This command sets Off Screen Normal Shot for certain light guns. This makes an off screen shot generate a left click, like it normally does. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Offscreen_Left_Corner

This command tells the light gun, when the player shots the bottom left corner of the screen, then trigger a reload input. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Offscreen_Disable

This command tells the light gun, when the player shots offscreen, nothing will happen. Usually used right after ‘Open_COM’ or right before ‘Close_COM’.

Block_Signal

This commands gets the output signal value, used for the Options to block ‘Shake’ command and/or ‘Recoil_R2S’ command. The blocking is used in the Options section of the DefaultLG game file.