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Profile Builder · Bindings — every trigger & action

The complete reference of every trigger type, action kind and option available when you bind a button on the Z3.

A mapping (the Builder's word for "binding") is:

Trigger (what you physically do) → On activation (actions fired when the trigger engages) → On deactivation (actions fired when it releases) (optional)

This guide lists every trigger and every action kind exactly as the Builder names them, plus how the two action lists behave.


1. Triggers (input side)

There are 6 user triggers, plus the hidden settings trigger the editor uses for profile‑level configuration (see settings-and-dpi.md).

Button press

A normal click on any of the 16 physical buttons:

Physical input Cards in the Mouse view
Wheel Wheel Pull · Wheel Push · Wheel Press
Main Left Button · Right Button · Middle Button
Thumb Top Thumb · Bottom Thumb
Fingertip Left Fingertip · Right Fingertip
Triggers Left Trigger Push · Left Trigger Pull · Right Trigger Push · Right Trigger Pull
Edges Rear Edge · Front Edge

No extra fields — press = activation, release = deactivation.

Note: Button press is the light press. On the five pressure‑capable buttons you can stack extra Deep-click zone triggers, which is the whole point of the Z3 (see deep-click.md).

Deep-click zone

Force‑sensitive ranges (0–100 %) on the deep‑sensing buttons. Fields: Direction (increasing / decreasing / both), Entry start % / Entry end %, Exit start % / Exit end %. See the deep‑click guide for details.

Tilt gesture

A movement across an angle range (in degrees, 0–360, 180 = level) along one axis. Fields: Axis (Tilt (roll) / Tilt forward/back (pitch) / Pivot (yaw)), Direction (both / increasing / decreasing), entry and exit degree ranges. See tilt-and-pivot.md.

Tilt range

An analog tilt band: the deeper you tilt, the harder the stick/pointer acts. Fields: Axis, Range from ° / to ° relative to level (−180…+180), plotted on a range graph. See the tilt guide.

Mousewheel

Scroll detection on the wheel. Fields: Direction (Forward / Back), Sensitivity (CountDivisor, 1–200 — higher = more scroll events per notch). Nested under a held button, this becomes the "gated scroll" trick (see nesting.md).

Surface drag

Gesture from the mouse's surface tracking. Fields: Direction (Any direction / Forward / Back), Sensitivity (1–200), Repeat while moving checkbox. Good for slide/knife actions while your hand travels.

System event (internal)

profileChanged — the editor fires a settings mapping on this so the device applies DPI, polling rate, lift‑off etc. when a profile activates. You don't create these by hand; you edit them in the Settings view.


2. Actions (output side)

Every action has a Kind plus kind‑specific fields. Fields shown "only when relevant" are marked ⚠.

Input builders

Kind Fields Notes
Key press Key, Action (tap / hold down / release) Emulates a keyboard key. "Hold down" keeps it until a matching release action.
Type text Text (±80 chars) Types character by character; includes Shift handling. Keep it short.
Media key Media (play/pause, vol ±, mute…), Action Works while the game keeps keyboard focus.
Mouse button Button (Left/Right/Middle/Back/Forward/Extra), Action Emulates a button click.
Scroll wheel Direction (down/up), Notches (−20…+20) Positive = that direction.
Mouse move Axis (xy / x / y), X, Y (−50…+50) Relative pointer nudge per activation.

Feedback & timing

Kind Fields Notes
Haptic pulse Strength % (0–100), Duration ms (10–500) Physical vibration. 0 % = off.
Delay Milliseconds (0–10000) Wait before the next action in this binding's own list.

Device configuration

Kind Fields Notes
DPI selection How (select / index / next / previous / increase / decrease), Value (⚠ 0–32000) select = absolute DPI; increase/decrease step by Value; next/previous cycle the profile's DPI levels.
Polling rate Hz (125 / 250 / 500 / 1000) Overrides the group setting on the fly.
Lift-off height mm (0.7 / 1 / 2) Sensor cut‑off height.
Game device mode Mode (none / joystick / gamepad) Enables the virtual device for those actions (see below).
LED Mode (off / fixed colour / hue rotation), Brightness (0–100), Duration ms (⚠ 10–20000) Duration only applies to hue‑rotation.
OLED display Mode, Message, optional Image Fully covered in oled-actions.md.
Auto-release inputs State (enabled / disabled) On release, automatically release every key/button the binding pressed. Default is enabled.
Tilt auto-zero State (enabled / disabled) Re‑calibrates level each time the tilt sensor idles.
Zero tilt/pivot Axis (Tilt (roll) / Tilt forward/back (pitch) / Pivot (yaw)) Recalibrates that axis right now — use for pivot (yaw) free‑look so level means "pointing straight ahead".

Profile switching (groups & layers)

Kind Fields Notes
Select profile Direction (down / up / next) Cyclic: activate next group / sub‑profile in the document.
Jump to profile Profile name ⚠ / Profile # ⚠ / Sub # ⚠ Absolute jump by name or index; leave name empty to target the index only.

OLED screen (see the OLED guide)

Kind Notes
OLED display Pick a display mode / message / image for the screen.
OLED frame Flash one 64×32 image; fields Image, Duration ms, Block (wait / continue).
OLED animation Play a pasted animation; fields Animation, Frame duration ms, Loop while held.

Game-mode input (only when Game device = joystick/gamepad)

Kind Fields
Joystick button Button # (1–16), Action (tap/hold down/release)
Joystick stick Axis (leftRight/upDown), Left start/end %, Right start/end %, Mirrored — an analog band like tilt range
Alternate outputs Count (1–20) (advanced; alternates through the output list on repeat)

Action loops

Kind Fields Notes
Loop to action Jump to action # (0–100), Repeat count (0–100) Jumps back inside the same binding's output list; 0 repeats = forever until release.
Stop loop Skip waits ⚠ Kills the active loop; with Skip waits it also cancels pending delays.
Do nothing — A no‑op / spacer — keeps a binding that only exists to gate others without doing anything itself.

Nesting is a property of a binding: put one under another and it is active while the trigger above it is held. There is no per‑binding delay — Delay and loops are actions inside a binding. Details in the nesting guide.


3. Activation vs. deactivation

Each mapping has two columns:

  • On activation — fires the moment the trigger engages (press, zone entry, crossing the tilt threshold).
  • On deactivation (optional) — fires the moment it releases (release, zone exit, tilting back).

Typical combinations:

Trigger On activation On deactivation Effect
Button press Key G [tap] (none) Flash grenade on every click.
Button press Key W [hold down] Key W [release] Hold‑to‑move: fires up on press, up on release.
Deep zone Mouse button Right [hold down] Mouse button Right [release] ADS only while pushing deep.
Tilt range Joystick stick (upDown) — Analogue lean the harder you tilt.
Button press Haptic pulse 100%, 20ms (none) Tactile confirmation on tap.

Auto-release (recommended): With the Auto-release inputs setting enabled (the default), any key/button you pressed is released when the trigger releases — you often don't need an explicit deactivation column for hold down actions. Disable it only if you deliberately want sticky keys.


4. Editing a binding

In the right rail: reorder actions with ↑ ↓, duplicate with ⎘, edit fields with ✎, delete with ×. Move to… relocates the whole binding to another group/sub‑profile. Use Delete / Backspace for the selected mapping and Ctrl+Shift+D to duplicate it.

5. Common recipes

  • Push‑to‑talk — Button press → Key V [hold down] / deactivation Key V [release] (or rely on auto‑release).
  • Burst fire — Button press → 3× Mouse button Left [tap], each separated by a Delay 50ms.
  • Ping wheel — Top Thumb press → Mouse button Middle [tap] ⏱ Delay 10ms → Mousewheel (up, +15).
  • Two‑stage trigger — light press = Key 1, deep zone 30–70 % = Key 1 [tap] (see deep-click.md).
Classic "voice commands" are fake

Audio/TTS is not on the Z3 — on this device you build from keys, media, mouse and the OLED screen.