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Showing results for tags 'controls'.
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Hi all, This is directed at the appropriate Dev - or someone who already has knowledge about Vehicles and their controls, and mucking about with them. I have not looked at the vehicle control stuff yet but assume i can work much of it out, however i would like to ask before i go to too much effort and hair-pulling, weather having more than one set of steering controls is possible in UE4. I would like to impliment a dual control steering option for all vehicles, like that used in JO and other games, where you use the Mouse for fine control and the Keys for "hard" turns. The vehicle bit that accepts steering control input would accept both Mouse and Keys, via an 'OR'. So steering with mouse until hitting a key to get around that tight corner up ahead, and if not using the keys then defaulting to using the mouse. Of course when you use your FreeLook button, the mouse would go-freelook and you would rely on only the keys for steering, until dropping the freelook key and thus returning mouse control for steering. Mouse steering with on-demand Key steering. Mouse Keys | | \________ "OR" _________/ | control Is this possible? Cheers! .LJ
When using an Xinput device such as an Xbox 360 gamepad, the controls for vehicles are not analog, meaning there is no way to feather the throttle or the brakes. Also at the moment it appears that you can only turn right in vehicles with a thumbstick or racing wheel and again there is no way to feather the steering; it's like the "D" key is bound to the x+ on the right thumbstick but nothing bound to x-. Opening the input.ini file in text editor doesn't provide any means to re-map the thumbstick in a way that provides the ability to turn left or reverse. I also don't see where in the .ini file is y+ is bound to throttle, although it works in the game (again, not analog). It doesn't appear that there is any way to turn the vehicles on or off with an xinput device either, although adding the line: ActionMappings=(ActionName="VehicleToggleEngine",Key=Gamepad_DPad_Left,bShift=False,bCtrl=False,bAlt=False,bCmd=False) to the bindings allows you to turn the vehicles on and off with the controller. How would I edit the input.ini file to assign the linear steering across the left thumbstick x-axis? Are there plans to add axis support to the vehicle controls?
I think it would be beneficial to be able to tune the loudness of any of the three types of chat "On the Fly", ie Hotkey'able function. Examples of situations could be you just jumped into a vehicle ( Ex. BTR ) and now the ambient noise is louder than your comms level, I find the level required for Squad chat while you are inside a BTR is just simply to loud for when you are not in a vehicle. Or how about you hear foot steps approaching but there is to much comms to hear it, you should be able to mute instantly for that situation. I know you can quickly go into your options and adjust but it would be easier if it were hot keyed, especially if there is a fire fight and you need to adjust to hear commands.
So, the possibility to Toggle stances, like this: 2x ctrl = you stay Crouched 2x Q or 2x E = you stay in the Lean position 2x Shift = you keep sprinting I mostly would love to see this cause its frustrating and actually pretty impossible to Hold crouch , plus lean and hold breath (shift) and even more impossible to move with A or D to and from cover while doing this. (If someone played the Arma Games he will knew this was in them, and was Damn Helpful) Devs Plz answer :3 PS: I Knew there is a toggle button for that actions so you don't have to hold the button , but I personally don't like to have it strictly off or on. And that's why I think the "2tap" thing gives players a better experience and more freedom, then to have it simply on or off.
Im writing this now because I will probably forget it later haha, and its good solution actualy. Some players are against tanks in the game because they would become over powered. I ve been thinking about this for some time. Gunner: Ussualy in games you control gun turret with the mouse, but in reallity, you dont, you have stick, like in airplanes, and it works like AWSD. What I wanted to say is that gunner should control turret this way because it would become realistic, and it would be much harder to aim. He can pres shift for faster turret movement. Gun stabilization should be implemented too. Driver: Nothing special, you should only implement fuel in the game. Comander: Ability to use binoculars from the cupola, or however you call that place from where he can peek from inside the tank. I 100% understand that tanks are not priority for next 6 months or more, but you should really consider this. What you think about that? Sorry for bad English.
hi all. loving Squad of course, but wanted to know if theres a way to reset the keyboard controls to default? i re-did some keybinding and kind of messed it up (they way its set up now, 2 different actions can be binded to the same key) and want to reset it but i cant find any "default" button or anything like that. any help?
amwaddle posted a topic in QuestionsI just bought Squad, and I have tried to change my control settings but the game is setting my Zoom/ADS to toggle instead of hold which is the opposite of what I am used to. Can I get any help with this? Thanks!
Instead of having a setting to control the way the crouch key works and making it very clunky to change, have the crouch key accept a double-tap to go into the toggled crouch mode. Here a (possibly incomplete) state graph of the crouch key mechanics: .---------------------. | | [ Lying ] [ Stan ] --'--hold---> [ Crouch ] [ down ] [ ding ] <--release--- [ w/hold ] | | ^ ^ `-----------| | | | | | double | tap | | | | v | | [ Crouch ] -----hold---------'This makes it IMO way easier to switch into crouch and still retains the common mechanics for holding/releasing the crouch key. The only difficulty I see here is choosing the time in which the double-tap control is registered, so as to avoid players accidentally going into crouch mode and minimising the time needed to enter the holding crouch state, yet making toggled crouch easy to access when you need it. There are other applications of the double-tap mechanic as I'd like to call it, too, such as was already suggested for the reload key as a fast reload, and as a rolling movement on the left/right movement keys in prone (not on Q and E like in America's Army). Any comments/ideas?
hey squaddies, just a little questions ;) when can i change my keybindings ? or is there a way to change them somewhere ? i see you can change most of them but not the "Move" section (like move forward e.t.c.) cheers Kopfmatscher
I know that vehicles are 5 miles down the development path, but I have a suggestion for controls of the turrets. Dont enable turret gunners to control the turret with a mouse. I've played my share of BF2/3 and having that DPI adjust can really be useful in combat, but its so far from realistic its painful. Those 2 ton armored turrets are spun by regulated stepper motors. They have very fixed maximum turning speeds. This is difficult to regulate when you allow mouse input. Mouse input for guns make sense because you move small-arms with your hands directly.Arrowkeys/Numpad make sense for a tank turret because there are exactly 2 planes of motion. Yaw and pitch.A modifier for motor movement for trim-adjust (fine) would assist in exacting your aim.A keystroke is a binary input and is equivalent across all keyboards.I think facilitating the capacity for 360-noscope-turret-shots will be endorsing less calculated play for tanks, especially in urban environments when tanks are at a de-facto disadvantage for maneuvering. This disadvantage should be a crucial mechanic of the game, and preventing this is a good way to help that reality be reasonably approximated. Source Material for Consideration: Turret Turning Turret Turning Turret Cockpit/Controls
Topic and Poll kinda say it all, but lets yell at each-other till we convince everyone our way is right, eh? Ok, lets be civil. 3rd person? I never play it, but I know some people cant play without it. So have at it boys
Hi, I suggested this same idea to the developers of the Festung Europa game. So here we go: ----------------------------------------------------------------------------------------- Had this idea a long time ago when thinking of tank controls with keyboard. Tanks should be heavy and clumsy, and not like RC cars like in some games. So I thought why not control each track on its own and throttle on its own? This way you'd have realistic control over your tank and you could make it move more like a real tank instead of driving forward and backward and steering it like a car. I invented this control system: So with W and S you control the amount of your throttle, this way you can move really slow or fast (full control over the speed). With Q and A you control your left side track, Q making it move forward and A making move backward. And with E and D you control your right side track, like in above. Just like in real a tank now you can do fast spins and move accurately. Space bar could act as a handbreak for quick stops. Arrow buttons (or WASD) are for the tank gunner to move the turret, I think there should be no mouse control over turret to make it more challenging (especially when infantry is around). If you've played Red Orchestra: Osfront 41-45 you are already familiar with controlling the turret with keyboard only. Then if a manual ranging system is needed the Q and E keys could be used to dial in the range when in the gunner seat. What do you think? Realistic and challenging, ain't that what we all love the most?