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BielBdeLuna avatar BielBdeLuna commented on June 2, 2024

also pressing "A/X (in terms of Sony)" even when bound to "shoot" doesn't seem to work on the PDA, so I see that the PDA's UI and the Main menu's UI are input interactions are heavily hardcoded.

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DanielGibson avatar DanielGibson commented on June 2, 2024

XBox A/Sony cross is hardcoded to emit a left mouse button event when a UI is focussed or the PDA is opened - no matter what it's bound to.

This is hacky, but there's nothing I can do about it, ingame UIs and especially the PDA are implemented in a real weird way, in the game code. The gamecode actually emulates a mouse there from input that's usually used for camera movement and shooting..
(this is also why the scroll wheel works in the main menu to scroll in menus, but not in the PDA)

The only reason I can imagine why it doesn't work for you in the PDA is that binding the gamepad buttons removed the left mouse button bind for fire.

I don't think having group binds is feasible.

Having more than two binds per command is possible, just not through the settings UI.
You can add additional binds through console commands or by editing the config.

But probably you don't really need more than two binds, for example for firing left mouse button and right trigger should suffice, because of the hardcoded logic for A/cross when a UI is focused.

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BielBdeLuna avatar BielBdeLuna commented on June 2, 2024

Could it be possible to implement a way to identify what button is getting pressed? like a command via cvar "in_showInputPressed" 1/0, if on then any key or button pressed (mouse, keyboard, gamepad) identifies by name,

by the likes of: "\t'MOUSE3' has been pressed.\n"

so console binding is quite easier to use because the actual buttons are identified more easily.

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BielBdeLuna avatar BielBdeLuna commented on June 2, 2024

added a pull request with a helper function like the one I proposed: #567

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