#Can we have proper key mapping please?

239 messages · Page 1 of 1 (latest)

unreal hamlet
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One of the most annoying things about VR gaming is that about a decade later, we STILL don't have what has been commonplace with PC gaming for longer than I've been alive. Can we please have the freedom to fully remap each and every interaction. If Beyond wants to be groundbreaking, I can tell you this is ground that remains untouched and which must be made an industry standard.

quartz basalt
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Actually that's a really nice suggestion!

unreal hamlet
# quartz basalt Actually that's a really nice suggestion!

After the disappointment of Hard Bullet VR. I'm getting really tired of VR games not agreeing on a standard layout for things like jumping, pulling a charging handle, ejecting a magazine, crouching, sprinting, bullet time, etc. If there is one thing I wish for this game, it's to let me map what I want where I want.

hybrid spindle
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Good idea

olive jungle
queen raptor
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We should be able to re map buttons

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BUT

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Major issue

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Whatabout mods that require a button to be pressed?

wispy zinc
wispy zinc
queen raptor
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You don't have a keyboard

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You have 2 halves of a controller

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That's the main difference here

wispy zinc
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a good example is bonelab.
lots of its mods use multi button keybinds to avoid conflicts with other binds

queen raptor
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Bruh

wispy zinc
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hell if anything, having remappable keys would actually improve the mod keybinds thing, not make it worse.

if your keybind setup is shit, then thats on you buster 🤡

queen raptor
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So a modder uses it to make a menu appear

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And then we have a guy map that key to the release mag button

queen raptor
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So every time he opens the menu his mag dumps

queen raptor
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Mid game

wispy zinc
queen raptor
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Open the binds

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Scroll

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Find the bind

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Rebind

wispy zinc
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I mean it doesnt have to be ingame

queen raptor
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Change it to something else the guy isn't used to

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Get back into the game

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The open the menu

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Or

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Do something else

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You need to plan it out

wispy zinc
queen raptor
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Caus modders need to have a way to have dynamically changing keybinds

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The "X" button needs to be "Mag Dump Button"

wispy zinc
queen raptor
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So no matter what key the mag dump is tied to

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The menu will also use that button

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BUT

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Modders also need the actual X button for other stuff

wispy zinc
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thats the thing you could change ittt

queen raptor
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Like emulating a controller

queen raptor
queen raptor
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Who the fuck would plag this game if you constantly needed to go into the binds menu

queen raptor
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6 people is not representative

wispy zinc
queen raptor
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You need to do what I suggested if you wanna do custom key binds

wispy zinc
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so what?

queen raptor
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For modders

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And modding is one of the key features

wispy zinc
queen raptor
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man

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Just

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Fucking read what I said

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I gotta go

wispy zinc
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I guarantee you most of the issues you've just stated are all self inflicted, if you dont wanna pause mid game to change your binds, leave, rebind, then join again...
if a modder refuses add changeable keybinds to their mod, just dont use it...

wispy zinc
brave pumice
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Does someone have a tldr on this conversation lmao

queen raptor
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And I provide a proper solution to his issues

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And he doesn't read what I say anyways

wispy zinc
queen raptor
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Easy

wispy zinc
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Is that your point? Is that why the suggestion is flawed?

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Or is that the solution. I’m genuinely so confused

queen raptor
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Just being able to remap keys is too simple

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And a little too vauge

wispy zinc
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No it’s not

queen raptor
wispy zinc
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Like i said the issue would still be prevalent without custom keybinds, in fact even worse

queen raptor
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It allows for the buttons to be remapped (like you want)

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And

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It allows for modders to have more freedom

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Literally win win

wispy zinc
queen raptor
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Specific actions

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Those are a mag dump or a fire mode change

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If you change the normal button binding to those, to your joystick press for example

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Then the specific action button would be that joystick

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Specific action buttons are whatever a default specific action is tied to

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They change based off what the player sets them to

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Specific buttons do NOT change

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No matter what

wispy zinc
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So you can change the mod keybinds but not the default ones?

wispy zinc
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That’s what I’m saying

queen raptor
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Wtf is a "mod keybind"

wispy zinc
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So you can change what keybind opens the menu or toggles fly

queen raptor
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Alright

queen raptor
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You can change the keybinds for dumping a magazine

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That's it

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You can change what buttons do what

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That's all the player does

wispy zinc
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So not for mods?

queen raptor
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But modders

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Will have whatever those "specific actions" are tied to

wispy zinc
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So modders set the keybinds?
But the player cannot

queen raptor
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Ffs

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LISTEN

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the player sets their own keybinds

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These are the default keybinds

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Such as

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Dumping a magazine

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Switching fire mode

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Grabbing

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Moving

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That is ALL THE PLAYER CAN DO

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Get that into your head

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This is literally all the player can do

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Plain and simple

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Normal key remapping

wispy zinc
queen raptor
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That's all the player can do

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Do you understand that?

wispy zinc
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Yes

queen raptor
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Alright

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Modders

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Now

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This is where you are getting tripped up

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Modders

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Will have the ability

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So set a mod action

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Such as opening a custom menu

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NOW

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LISTEN CLOSELY

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they can either

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Choose

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To use a button mapping

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That is always going to be bound to an option

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For example

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A modder sets a mod open button to the mag dump button

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Not the X button

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the mag dump button

quartz basalt
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Jesus Christ... Y'all still going?

queen raptor
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So

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If I change my mag dump button to Y

wispy zinc
queen raptor
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The mod menu will open on the Y button instead of the X button

queen raptor
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Scroll up for smaller explanations

quartz basalt
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I ain't reading allat

wispy zinc
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Lmao

queen raptor
queen raptor
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Actions are stuff like switching fire mode or dumping a magazine

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Specific buttons are the X or Y button

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ANYWAYS

queen raptor
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The mag dump button will change to whatever the user sets it to

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That would be the specific action for the mag dump button

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Simple

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That will always point to whatever the user sets it to

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No matter what

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NOW

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Specific buttons

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Are just the X button

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Or Y button

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No matter what

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Even if you change a keybind

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They will stay the same

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I'm saying have both options

wispy zinc
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So I think I understand
if you have the mag eject key set to X
But the default is Y
A modder can have the mod menu open upon ejecting the magazine, so no matter whether it’s on X or Y it will only happen upon ejecting the magazine?

queen raptor
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Because you can

queen raptor
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More specifically

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The button that does the action for ejecting a magazine

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So

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If the user isn't holding a gun

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But

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They press the button that does that action

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It will still open the mod menu

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What

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Well that's not what I'm suggesting right now

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And there is a chance you misread or misunderstood what I said

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yea

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Do you get what a specific action and a specific button is?

wispy zinc
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yep,

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I still think just having changeable keybinds would be more then enough though

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because while that would help the problem I feel it would be a bit over the top just for some custom keybinds

queen raptor
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The modders to not need to have bloated code

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And the modders to have more creative freedom

wispy zinc
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ok, so what about the opening the binds menu mid game problem?

queen raptor
wispy zinc
queen raptor
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The "specific actions" allows modders to have mod menus that are less likely to interrupt gameplay

wispy zinc
wispy zinc
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like how could the binds menu be more bearable to use mid game?

queen raptor
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And the keybind can't be changed

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That sucks

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You need to rebind

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But

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If you have button binds that attach to actions

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You can guarantee a button conflict won't happen

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Or is less likely

jaunty briar
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jesus. 222 messages in a day.

queen raptor
wispy zinc
queen raptor
wispy zinc
queen raptor
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And simpler

wispy zinc
queen raptor
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Each iteration...

wispy zinc
wispy zinc
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im just saying for next time

unreal hamlet
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Um... Well that was an interesting conversation.

fervent star
wispy zinc
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bump