Recommended mod. Allows you to set 2 controls to the handbrake key.
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All Xbox One Controller icons are based of Nicolae Berbece's work. I have modified them but i thought some credit was in order as she/he saved me a lot of work as i would have had to create the icons myself! Why reinvent the wheel? Thank you Nicolae Berbece! ---Person---- Source: https://opengameart.org/users/xelu Username: xelu Name: Nicolae Berbece All icons are cc0, Open Domain.
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An update out for Mo'Controls. v1.1.3 changelog: # Fixed indexoutofrange exception caused by screen width >= the max items per row calculated in 'MoControlsGUI.drawControllerInputContent()'. # Fixed camera locking up if player is holding item and tries to enter toolmode via the holdInputMono. # Added mocontrols gui close on excape key down. # Fixed issue with gui sliders changing size when adjusting property by instead of a slider, using a text field and button to assign the value of the field to the property. => pHorz, pVert, (gravity, sensitivity, deadzone), vert, horz, mouseX, mouseY, eg. # Axis movement settings (above list) temp lives under the 'isplay' tab. # Implemented ability to skip over loading deadzones, gravity and sensitivity settings on load by hold left control throughout mo'controls second pass load. # Amended some default controls: Zoom, Range, ffb.rpmLimiter=>false, gravity, sensitivity, deadzone. # Implemented ability to load a new or old save rather than just overriding to default save when detected. # Updated to v1.1.3
Version 1.1.2
Mo Controls v1.1.2. FFB on a Xbox Controller using rumble effects! | tool mode change! | Mo'Controls v1.1.2 # To toggle tool mode on/off, hold down the select/menu button for 3seconds on the controller. # Mouse wheel scroll is simulated on the tigger axises IF: - the player is holding an item (in handmode when holding an item.) - while player is in TOOL MODE. - is disabled when on onFoot, eg. in a car. # now you are able to change tool mode and screw in them lose bolts all with an xbox controller!! # FFb for xbox controllers has been implemented! go to settings and toggle FFB on xbox controller. ffb is on: -Satsuma -Gifu -Jonnez -Hayosiko -Kekmet | + Implemented setting, combine trigger axis to treat xbox triggers and assign game controls as a shared-axis (Joy Axis 3-, Joy Axis 3+) or independently (Joy Axis 9+, Joy Axis 10+). Setting is on mocontrols gui page =>Settings=> Xbox Controller => "Combine trigger axis"; located at the bottom of the page. + Amended player movement default deadzone values from, '0.05f' to '0.005f' + Fixed bug on xbox controller input viewer gui when screen width is large enough would allow a indexOutOfRangeException to occur. + Modified Default save to add xbox controller scheme. + Implemented player movement deadzone (playerHorz, playerVert) settings and set default deadzone to 0.05f. + Fixed mod keybinds not saving and not showing up in mod keybinds. + Modified how mono:XboxControllerManager handles controllers. + XController is now a mono that attaches to XboxControllerManager. + Modified and amended performance and bug fixes with xbox controller rumble eg. (vibrations). + IMPLEMENTED Force Feedback (ffb) for and TESTED: Satsuma, Jonnez, Kekmet, but also implemented vehicles, Gifu and Hayosiko but have not tested these specific vehicles. + Implemented new FFB setting, GearChange, applies ffb to controller when changing gear; rpm >rumble power. + Modified rpmLimiter ffb setting algorithm. + Modified wheelSlip ffb setting algorithm to now get the max longitudeSlip of all poweredWheels. + Ffb gearChange, neg longitudeSlip values are produced on the Ymotor (right) of the xbox controller. ffb pos wheelslip, rpmlimiter is producted on the Xmotor (left). + Removed debug settting, unityRuntimeUpdateScheme + Modified some values for default settings + Modifed both ffbOverlay and drivetrainOverlay (gui). +Implemented constraints: LATEST_RELEASE_DATE, IS_DEBUG_CONFIG, IS_X64, VERSION. + Property:releaseVersionName{ get; } now appends target platform, (x64, x86) +Amended loadSettings execution timing +Implemented use of Mod.SecondPassOnLoad(); + Fixed control scheme setting to driving mode controls sometimes when gameloaded. (usaully second load in one instance) + Impemented basic FFB on xboxcontroller for rpmLimiter, wheelslip, or default (toplessgun) + Amended controller assets not loading if xbox controller is not connect on start. + mouse deadzone type now set correctly. + implemented drivetrain overlay for debugging. + Amended features in about page on gui + update scheme now also correctly updates on xboxControllerManager + Amended null reference exception in some cases when some gameobjects aren't initialized first. + Reworked how mo'controls saved and issued its' data around the program. + Removed hard coded inputs in guiNav + Implemented ability to change guiNav inputs, both axis (float) and button (bool) are supported. + Reworked controller scroll method on guiNav. + Implemented hasInputFromAxisOrButton to guiNav + Controller menu change now checks if xbox controller is connected. + set guiNav controls by calling method, GuiNav.setControls() and passing axis or button infomation for all controls, (menu up, down, scroll up, down) + Implemented ability to change deadzones for, 1)-player movement, 2)-car steering, and 3)-mouse input. Currently on display settings tab. + Implemented xbox controller force feedback (rumble) gui section for toggling on/off and changing update scheme. + Implemented ffb overlay gui for debugging xbox controller force feedback (rumble) + Cleaned up code + Removed unused statements. + Amended IEnumerator Coroutine suffix + Implemented mouse scroll constraint in MouseEmulator.cs + Implemented use of Unity's Coroutines in MouseEmulation.cs, KeyboardEmulation.cs, Xbox Controller Monitoring, Xbox Controller Rumble, Xbox Controller Input Map Update/Refresh. + Simplified some changeInput.cs + Implemented a him(HoldInputMono) for toggling Tool-Hand mode, not-changable-by-user -default xbox button is "Start" and the hold time is 0.3seconds (3milliseconds) + Implemented mouse scroll emulation binded to xbox triggers when either the player is holding an item OR in tool mode. NOTE, scroll is inactive when not "onFoot" + Implemented "ScaleForceFeedbackRange()" to controlManager to scale the forcefeedback clamp value to a -1 - 1 scale. + Encapsulated objects correctly. + Amended some naming voliations. + Fixed bug where guiNav-gui would enable scroll when not in mocontrolsGUI. + Updated assembly infomation. updated mod to release version, 1.1.2 + Modified how GuiNav MonoB Update method works. + Modified display overlay to show what mode the player is in (hand or tool mode. + Implemented new him (hold input monoB) for changing tool mode with an xbox controller. default key is (XboxButtons.Start) but is hard coded as of now, will probably change in the future. + Implemented new method, toggleToolMode(), action is as it sounds. + Implemented new method, isPlayerHandEmpty(), again action is as it sounds. + Implemented new command, changetoolmode, "mctool". toggles tool mode. + Modified how MouseEmulation simulates mouse clicks, left/right mouse clicks now function like it should!! + Implemented keyboard emulation- used for simulating key 1 or key 2 (for tool mode change). + Modified how mouse scroll, mouse move, left and right mouse buttons call native functions. + removed unused mouse_event native call as this is now called by sendInput native method. + Updated version to 1.1.2 pre-release and amended mctool command + Implemented command "mctool" to simulate changing tool mode. + Implemented Keyboard emulation + Reworked mouse emulation + Removed modapi code and references.
Version 1.1.1
+Major GUI update. +Fixed and changed a lot of things. +xbox controller gui navigation. eg. bumpers changes the menu and triggers emulate scroll +while mo control gui is open, +Changed how xbox input viewer displays data. +Implemented 'Simulate Scroll Wheel' Method to MouseEmulator. +Fixed hid input initialization message typo. +Implemented partial gui navigation with xbox controller, 'GUI.GuiNav'. +Implemented debug stat command for mod to get debug stats (Debug Config, Debug mode, Release). Implemented Check/test to test invaid debug config (dev message). +Implemented a console command to list all loaded assemblies. +Modified debugging tools. Changed Assembly info, eg. file, version to 1.1.1.0. +Modified how messages are printed to the console. added, "listloadedassembliesCommand" + "WriteCInputExternInputsCommand". +Implemented check to see if end-user is running mod api. +Implemented timer to display how long the settings loading process took. +Changed how xbox input viewer displays inputs. +Implemented GUI Sensitivity gui input. +Moved GuiNav creation to "MoControlsGO.Start()". GuiNav Mono now disables when end-user is resigning keys/control inputs. Modified XML Comments +Organized code. Added alias for "Watch". +Implemented ability to see only relevant Controls in either, foot or driving. +Removed unused method, Foreach. Changed how controls are logetized. +Amended Foot control relevance to Finger control. +Fixed Not saving bool for warning message. Was missing simple call to "MoControlsMod.saveSettings(MoControlsGO:);" +Implemented correct encapsulation for the Object, "MoControls.Input". +Updated GUI - Xbox and mouse emulation pages.
Version 1.1.0
Mo Controls v1.1 - compatibility patch updated mod to work correctly with Modloader version 1.1.7
Version 1.01
Fixed bug with the xbox one D-Pad not working! Please let me know if you have any issues.
Version 1.0.8
# Fixed issue when handbrake mod v1.4 is not installed. # Fixed issue with thumbstick icons displaying incorrectly. # You can now open/close The Mo'Controls Gui by holding the Back/Window button on an Xbox Controller.
Version 1.0.7
NOTE: If you are updating from an older version of the mod, please delete the Mo'Controls Configuration folder located in your mods folder, "Mods/Config/Mo_Controls" to avoid game and/or mod crash due to changed config. Since assets are now stored differently, you can delete all loose .png xbox icons from the "Assets/Mo_Controls" folder. Changelog: # Modified how assets are stored/loaded; Mod now uses a .unity3d asset file. # Updated gui algorithms. # Implemented debug mode. and debug command. "mcdebug". Implemented print method to prefix all messages to console. sorted usings. implemented basic alt mode & norm mode xbox controller config. # Gui changes to color & partially implemented color sk. # Implemented alias for when user has Handbrake mod installed. # Changed how assets are stored and loaded. # MSC version error now only shows once and resets when the user updates to version/mod updates to version.
Version 1.0.6
Improved overall performance of the mod.
# Improved performance. # Bug fixes
Version 1.0.5b
Quick bug fix. relating to msc loader version checker.
Quick Bug fixes. op
Version 1.0.5
Changed GUI
Fixed bugs
Implemented new control system; Split Controls for when on foot and in driving mode.
Set separate controls for the two different modes.
# New GUI # Bug fixes
Version 1.0.4
Fixed issues with mouse emulation when an xbox controller is not connected on load.
Fixed GUI Bugs.
# Fixed issues with mouse emulation when an xbox controller is not connected on load. # Fixed GUI Bugs
Version 1.0.3
Added ability to use the d-pad to emulate mouse movement.
# Added ability to use the d-pad to emulate mouse movement! # Moved GUI components around.
Version 1.0.2
Reworked GUI.
Added Mouse emulation; You can now use your Xbox Controllers' Thumb Sticks to move the players camera/head.
Added functionality to detect Xbox controller axes input; You can now assign e.g. D-pad-Down to Player-Left simply by pressing it.
Added Xbox controller support via, Xinput.
Added Xbox controller icons to display game control Xbox input.
Fixed bug with the xbox one D-Pad not working! Please let me know if you have any issues.
Version 1.0.1
Fixed bug with D-Pad not working as expected!
Version 1.0.0
Base mod upload
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Mo'Controls allows the player to have a primary and secondary input for each in-game control, the player could set all primary inputs to the keyboard and all secondary inputs to an Xbox Controller to have a seamless swap of the keyboard to Xbox Controller.
# auto detects Xbox controllers.
# Supports split control profiles, "on foot" and "driving" different control profiles for when on foot and when in driving mode! So you can get more out of your controller! Both control groups contain all controls but one group is used while on-foot and the other, well, while driving. You'll see the foot and driving control tabs
# Supports mouse emulation. You can now use an Xbox controller to control the mouse in-game (or out of game for that matter as i have implemented actual mouse (and keyboard!) emulation.) So you can just enable mouse emulation in settings and assign inputs to left and right mouse buttons, and assign an Xbox stick axis, either left, right or d-pad.
# Supports Force feedback on an Xbox controller! (Rumble effects) Modes currently implemented:
default (toplessgun)
rpm limiter
wheel slip
gear change
Vehicles implemented:
Satsuma,
Hayosiko
Gifu
Jonnez
Kekmet
Default key to active gui is HOME, you can change this by accessing The Mo'Controls GUI
HOW TO INSTALL:
Extract "Mo'Controls vx.x.x Installation Package.rar" (where "x.x.x" is the version) to a folder.
Copy "Required References\XInputDotNePure.dll" into "My Summer Car\mysummercar_Data\Managed\"OR "Mods\References\".
Copy "Requried References\XInputInterface.dll" into "My Summer Car\" (Next to mysummercar.exe).
Copy "Mo'Controls.dll" into your mods folder .
Copy the contents of the folder, "Assets" into your "mods/assets" folder.
If you have successfully installed the mod, in the mod console in-game it should display the message, "Mo'Controls Vx.x.x: Loaded"
UP COMING IMPLEMENTATIONS:
# Be able to change the dead zone for Xbox controller axes. DONE # Xbox Controller Rumble features. DONE # Ability to add modifiers to game controls. # Improve mouse emulation sensitivity algorithm.
# Please let me know if you are having issues or you have found a potential bug! Thanks. # If you like my mod, please review it! # if you have an issue with the mod please, use the support & feedback thread. # If you have any suggestions for this mod, or have a mod request please comment/message me! # NOTE: Mo'Controls is only 64-bit compatible.
Designed for MSC Update (20.08.2021), Mod-loader v1.1.16