Im curious if the ability to have a combo press, for example - to use the scan function in-game to be X+A, to make any other in-game action a combo as well? Or are combo sets only predetermined by what the game has already?
What I mean is, can I have say weapon slot 4 (fists) assigned to a combo of any 2 other inputs?
The way game reads and treats controller buttons is predetermined by the code. Making changings in mappings creates a lot of conflicts. For example X-Y-B-A combos are highly conflictable. But 'X - Dpad right/left/up/down' works well.
I can modify B1 scheme with 'X + A' for scanning mode by adding 'Dpad right' for arms deploying and change calling vehicle to 'X + Dpad' right. In addition I can change jumping to Right Stick and Grenade throwing/aiming to Right Bumper which I found is more convenient than previous one.
PS. I'm planning to completely rework this mode and add hotkey support for other mods. I've already have some cool ideas. So stay tuned.
I've always had no problem making my own edits to controls assigning single inputs, but I never understood how to make a new hold to activate or in your config, pressing 2 inputs to activate. any chance you could show me how to make a "IK_Pad_A_CROSS + IK_Pad_DigitDown" to activate "WeaponSlot4_Button"?
Can you confirm that actually works? I have been able to map X_SQUARE + DigitUp to ToggleScan using your examples. But having to press B_CIRCLE or X_SQUARE + DigitDown just doesnt work for me
this might be an odd request, but any chance you'd be willing to make a version that is nearly completely vanilla (same as the base game), but the only change is that it removes the radio from the left d-pad button. making that button blank, not mapped to anything.
I use the simple flashlight mod, and that is tied to the same button, and the radio keeps getting in the way of it. it could also be a good resource mod of others who need an unused button to map a new function to.
You can edit the inputmappings and change it. I changed my radio button to L3+R3 because I don't use photo mode, leaving the flashlight to dpad left. It's not too difficult.
if you want vanilla controls with the only change of removed radioport button then open 'r6/config/inputUserMappings.xml' in text editor find "PocketRadio_Button" with CNTRL+F and make next changes:
11 comments
Im curious if the ability to have a combo press, for example - to use the scan function in-game to be X+A, to make any other in-game action a combo as well? Or are combo sets only predetermined by what the game has already?
What I mean is, can I have say weapon slot 4 (fists) assigned to a combo of any 2 other inputs?
The way game reads and treats controller buttons is predetermined by the code. Making changings in mappings creates a lot of conflicts. For example X-Y-B-A combos are highly conflictable. But 'X - Dpad right/left/up/down' works well.
I can modify B1 scheme with 'X + A' for scanning mode by adding 'Dpad right' for arms deploying and change calling vehicle to 'X + Dpad' right. In addition I can change jumping to Right Stick and Grenade throwing/aiming to Right Bumper which I found is more convenient than previous one.
PS. I'm planning to completely rework this mode and add hotkey support for other mods. I've already have some cool ideas. So stay tuned.
I've always had no problem making my own edits to controls assigning single inputs, but I never understood how to make a new hold to activate or in your config, pressing 2 inputs to activate. any chance you could show me how to make a "IK_Pad_A_CROSS + IK_Pad_DigitDown" to activate "WeaponSlot4_Button"?
its predetermined by the code. it's impossible to do it with mappings file.
<!-- BUTTON COMBO GROUPS -->
then add this code:
<buttonGroup id="IK_Pad_WeaponSlot4" timeWindow="0.10f" >
<button id="IK_Pad_A_CROSS" />
<button id="IK_Pad_DigitDown" />
</buttonGroup>
2)
Find this:
<mapping name="WeaponSlot4_Button" type="Button" >
<button id="IK_4" overridableUI="weapon4"/>
</mapping>
and change to this:
<mapping name="WeaponSlot4_Button" type="Button" >
<!-- <button id="IK_4" overridableUI="weapon4"/> -->
<button id="IK_Pad_WeaponSlot4" overridableUI="weapon4"/>
</mapping>
3)if you have conflicts - try with "IK_Pad_X_SQUARE" instead of "IK_Pad_A_CROSS"
I use the simple flashlight mod, and that is tied to the same button, and the radio keeps getting in the way of it. it could also be a good resource mod of others who need an unused button to map a new function to.
But this still will conflict with lights button on vehicles.