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WARti0k0ne -BG-

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Everything posted by WARti0k0ne -BG-

  1. All about rebinding keys at pre-alpha

    UPDATE 6-10-2017 waiting for rewrite to work with αv9.11 and up. UPDATE 15-3-2016 It seems that new forum software is messed up the code examples in this post, what I see everything is still there, but some longer lines are now split to several lines. Sry, for inconvinience. Corrected now. UPDATE 11-12-2015 I corrected the file locations for steam release v3.2. Tested the procedure introduced already in the last update and what I error corrected this one. Works fluently in my setup now. UPDATE 06-12-2015 UPDATE 27-11-2015 Major rewrite to fit better for Steam integration beginning from SQUAD v3. WIP I will update this when changes come and when I have time. Here is tutorial to change manually keybindings if the ingame configuration menu doesn't work. Basic information: There is file: (For convenience I call this as File1) steamapps\common\squad\squad\config\Defaultinput.ini This files contains all the default keybinding information and is used only when you start the game first time, or after you have manually deleted the file2. (For convenience I call this as File2) C:\Users\<username>\AppData\Local\Squad\Saved\Config\WindowsNoEditor\Input.ini File2 is created at the first time you run the game and after that it is updated with the settings you make in ingame configuration page. It is easier to access to file 1 as it is in your game directory, but since the file2 is in so called "system folder" some windows version will try to stop you to getting there. Please read this link to get information how to access there (it is written for Win10, but the settings page and location have been pretty similar since Windows XP) http://forums.joinsquad.com/topic/3052-troubleshooting-guide/?p=89046 *Note. Keybinding information in this file2 is used instead of the information found in file1 after you start the game first time. The confusing part is that atm in alpha version the so called WASD information can not be found in file2. In this tutorial we will manually copy that data from file1 to file2. 'Note 2: All files in this directory can be deleted see: http://forums.joinsquad.com/topic/3834-rebound-my-use-key-accidentally-can-i-fix-it/ Should not be deleted at this time though. UPDATE: Note! spoiler below is now obsolete information and should NOT be used. I only include it here for educational purposes. *NOTE! Edit these INI-files when game is closed entirely, not just AltTapped and minimized to background! *NOTE2! Use Notepad or similar software to edit these files, NOT Word,Excel,Writer,WordPerfect etc. Key mnemonics / names There is certain confusing logic in different keys and keynames, since some of them are used as characters like " < ", but others like " ~ " are used by english name, this case "Tilde". Best way to find out what mnemonic you should use for certain keyboard key is to go to the ingame configuration page and change random action to the key you want to use and after that go to look the result from input.ini (file 2). Also take a look at next post in this topic for more information. What does the ini-file content mean? One random line from file2 (..or file1) ActionMappings=(ActionName="ChatToAll",Key=J,bShift=False,bCtrl=False,bAlt=False,bCmd=False) One line beginning with string "ActionMappings" contains one action and one keyboard (or input device to be precise) key to do that action. ActionName="ChatToAll" is the name for action Key=J is the key used to do that action and this is what you are mostly editing. *NOTE* It seems that value after "="-character is NOT case sensitive, in other words you can wrote j or J. How to change the basic WASD to fit your needs: At this time of Squad development there is game versions where the ingame configuration page is partly broken so we need to use some manual notepad editing. You need to have access to both ini-files mentioned above (file1 and file2). NOW... Start the squad game once, go to "deploy local" and open the ingame keybinding configuration page. Now the file2 is created if it didn't exist previously. Exit the game entirely. Make a backup copy of files 1 and 2 Open both files (file1 and file2) in Windows Notepad. Search these lines from file1 (notice the plus mark before lines) and copy them to clipboard (Ctrl+C) +AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) +AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) +AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000) Then in file2 go and find the last line that begins with "ActionMappings= ...". After that PASTE the content of clipboard after the last "ActionMappings= ..." line, the result should look something like: ...... ActionMappings=(ActionName="ToggleView",Key=P,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Walk",Key=LeftAlt,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Zoom",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False) +AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) +AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) +AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)...... Close the file1 (defaultInInput.ini) from notepad as it is not needed for now on, don't save. Now remove the + marks before the "AxisMappings..." lines in file2. The result should look like this. ...... ActionMappings=(ActionName="ToggleView",Key=P,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Walk",Key=LeftAlt,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Zoom",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False) AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)...... NOW In file 2 Change following AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) *NOTE: Forward movement* AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) *NOTE: Backward movement* *NOTE2: look the minus aka direction in "scale="* AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) *NOTE: Forward movement for classic "arrows"* AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) *NOTE: Backward movement AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) *NOTE: Joystick forward?? AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) *NOTE: Strafe LEFT AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000) *NOTE: Strafe RIGHT in example to AxisMappings=(AxisName="MoveForward",Key=RightMouseButton,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=X,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) AxisMappings=(AxisName="MoveRight",Key=D,Scale=-1.000000) AxisMappings=(AxisName="MoveRight",Key=G,Scale=1.000000) Save the file2 in notepad and start the game. Now the custom "WASD" should work in way you wrote it in notepad. You can also safely continue to use ingame configuration pages, including the keybinding page. advanced stuff: After above part (see end of the "basic information") (Key=something) there is this part which enables all kind of fancy stuff to be made. bShift=False,bCtrl=False,bAlt=False,bCmd=False For example lets look for the first part before comma (,). bShift=False "b" stands for boolean data. Shift is the name of action. False is boolean value. There is only two values in boolean those are False and True. (like in binary 0 and 1, where you thought the logic comes from...) This part of the line tells to the game engine that the action key J is used as is. If we change the bShift statement to bShift=True the action "ChatToAll" is activated in game with key combination Shift + J bShift=False/True : is Key=X used with combination of SHIFT to do action Y bCtrl=False/True : is Key=X used with combination of CONTROL to do action Y bAlt=False/True : is Key=X used with combination of ALT(ernative) to do action Y bCmd=False/True : same logic, but I don't know yet what state/action the Cmd stands for. I assume these can be added to make CTRL+ALT+DEL style bindings. Example: Lets take lines that contols voice coms.. ActionMappings=(ActionName="LocalVoice",Key=V,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadRadio",Key=B,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="CommandRadio",Key=G,bShift=False,bCtrl=False,bAlt=False,bCmd=False) They are kind of cumbersome atm to use... What if we change them to... ActionMappings=(ActionName="LocalVoice",Key=SPACEBAR,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadRadio",Key=SPACEBAR,bShift=False,bCtrl=TRUE,bAlt=False,bCmd=False) ActionMappings=(ActionName="CommandRadio",Key=SPACEBAR,bShift=False,bCtrl=False,bAlt=TRUE,bCmd=False) Tada! Now VoiP is controlled with Space and some altering keys To mumble locally use SPACE. To use Squad radio use key combination of CTRL+SPACE. To use Commander level radio use ALT+SPACE (edit. In seems that this do not work atleast on windowed state if game) How are secondary keys made Many games have option to use many separated keys to do same action the SQD pre-alpha seems not to be exception. Both INI-files handle the 2ndary keys at the same way. The way is to add two or more lines of same "actionname=XXXX" to INI-files. Like if we do want to use both O and V for local voice (local VOIP) we can duplicate the proper line in ini-file (file2) and modify the key on the another. Example like this. ActionMappings=(ActionName="LocalVoice",Key=V,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LocalVoice",Key=O,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
  2. Most Badass or Intimidating Military Uniforms

    They seem to know what they are doing. Source: sa-kuva.fi WW2 battle photo, k18.
  3. Spotting enemies?

    One trick also is to keep your monitor still, in other words your character is not moving and you do not move your point of look with the mouse.. Remember it doesn't matter who shoots first.
  4. Hand grenade bounce-back solution

    ..But there is the hand shown, in both under- and overhand throws.
  5. Hand grenade bounce-back solution

    I haven't seen a serious mouse since nineties that doesn't have a wheel on it.
  6. Hand grenade bounce-back solution

    That is the reason I'm promoter of the mousewheel as power control mechanism for the nade throws (among others) and not just for weapon selection.
  7. A Little Update from Merlin

    The transparency (information given from dev-team to community) were in bigger role in the beginning of this project, it were almost non-existent for a moment. A bit better now, still lacking a bit. The main issue is that this forum is not the main media (as it used to be at the beginning of the project) and the information is scattered all around to other platforms of communication like Reddit & Discord whose nature insist the user to follow them almost 24/7 to keep track of discussion.
  8. Hand grenade bounce-back solution

    For underside throw the hand indicator is not as accurate as for overside throw where the thumb is almost dead on where the nade leaves the player model. In underside throw the trajectory is off by about three finger (game) to right.
  9. Hand grenade bounce-back solution

    Oh gosh.. It is one of those easy to jump in, hard to master weapons. Fully possible to master it >90% if the nade throw is not random. The ACE solution makes me want to laugh out. Tartantycos solution isn't much better. ..And yes the hand grenades are the most dangerous weapon for own troops and the user and yes those bouncing nades happen also in real life. Anyway the throw control should be anyway based on the acceleration of the mousewheel spin.
  10. Placeable Flag Pole! or Flag

    Oh, I miss the taunting in JO... How many unsuspecting enemies I did fool with that to believe there is some wacko who doesn't know a thing and sneak killed them while they came to patrol in the area. .. Like a fishing you know a lure and hooks.
  11. Turret rotation speed

    Well consider the mouse position as a you point of vision. You notice something on turret screen/scope and then adjust the aim to that point. Nothing more is how it works with that kind of mouse control only thing is that the control and game experience is better (on/off control vs. linear analog) than what it is with WASD.
  12. Turret rotation speed

    Forget the mouse DPI. This is easy fix (relative) by justing implementing the maximum acceleration and maximum speed handles to the turret object in C++ side of the game. Personally I would go for acceleration (position change per change of time unit) and speed (position change over time unit) limited mouse control, where you can freely move your mouse "attack point / point of look" in screen if you go above the max speed and/or acceleration and the point of impact (aka turret reticle) will take its time to get on that point. It is the (in my opinion) the best of the both worlds and variations of it have been used for decades in good games.
  13. pontoons and boats

    omg not possible.. o'rly?
  14. Ridiculous accuracy.

    Is the study you do refer a total estimated numbers or estimated figures where the supporting (blind) fire is removed.
  15. This is now obsolete in many parts, but it might give you the right direction... If you post a new questions the end to that topic I think you can get answers of the current procedures.
  16. Before and after V10

    See what you have done again @Xx-RAGING-DEATH-xX
  17. The whole points system in Squad have been a bit of muddy (The winner of the round is drawn in semirandom fashion by ticket loss, not lost or gained objectives. Ticket system in general is not optimal decision system for AAS. It were 100% objective based [who owns more CPs after pre set timer hits zero, were it 10 minutes or 10 hours] at the beginning when it did born through UT and DF/JOTR ) There haven't been a clear signal for players that "If I do this, Then this will happen" partly how the ticket system is build in AAS. In insurgency the outcomes of team or squad actions are more clearly visible. Every older forum fellow propably knows by now my stance on Squads AAS implementation so I don't write it down here.
  18. Non-zeroed sights for insurgents

    Drum clip da tum.
  19. [WIP] Dormant Volcano Isle (Vanilla & JO_mod)

    Niceee.. Did you tweak the AAS mechanics also? DToD finally
  20. ParaPlays Squad ► Videos and Tutorials

    WOW just WOW! That brings up memories from some of the top maps of JO:TR & JO:E with modern touch. While I like some of the stock maps, I think our taste in map style doesn't 100% meet with the current mappers, with this one I'm sold. You just did get a new sub, don't use all at once to hookers and blow.
  21. DUST Unforgiving realistic

    It did have some nice things on it, but honestly it were just TOO niche to really survive, especially as PVP-game, where player mass is everything.
  22. DUST Unforgiving realistic

    Realism and it is covered in the dust by now?
  23. Vehicle, controlling speed

    Yep. There were a few many good topics (by many) back then considering these sort of things.
  24. No... Seriously the vignette idea applied partially sound really nice.. Wait a moment... Yes looks good, also a bit more blur. Screenshot from (0:49):
  25. Mines shouldn't insta-kill MATVs

    Depends on the construction of IED/Mine and the size of the blast. Every vehicle can be destroyed with high enough detonation mass or sophisticated directed explosives.