Why would you want them put together though? I mean, sprint even when separated does put you into cover if you run straight into an object that can be used as such, but I still really prefer having it separate.Grimy Bunyip wrote...
His base setting makes take cover and sprint separate though, I still prefer to put those together.
Easy enough to change though
[Guide] How to fix the Omni Button Space Bar (Revive and Cover) and FOV (Field of View) for PC in Mass Effect 3
#101
Posté 24 avril 2012 - 08:48
#102
Posté 25 avril 2012 - 12:47
Separating use from the others is pretty awesome though. No more hot-potatoing between walls while you're trying to rescue a teammate.
#103
Posté 25 avril 2012 - 05:44
AndanteInBlue wrote...
I test drove the older use/cover/storm as 3 buttons version a bit and I found a little awkward. If you storm into a piece of cover or a wall, you automatically stick to it anyways, so it doesn't solve the main "sticky walls" problem. That seems like something they'd have to tweak with the engine : /
Ouch, so the condition is "if storm is on and you are near the wall, enter cover"?
I'm not sure how they didn't think that would be awkward when you're actually trying to run away.
No matter, at least seperating "Use" works
#104
Posté 25 avril 2012 - 06:00
#105
Posté 25 avril 2012 - 06:22
Tried to find a proper step-by-step guide for my quoted code in the OP, but couldn't get any archives of it on my home PC. Some people seem to have applied it anyways, so it's working then.
Zhuinden wrote...
Ouch, so the condition is "if storm is on and you are near the wall, enter cover"?
I'm not sure how they didn't think that would be awkward when you're actually trying to run away.
Yeah, it still sticks to a wall sometimes, but you kinda need to be explicit about it (ie. running -almost- straight up to it). Simply walking up to a wall and pressing it, or running semi-sideways next to one will not get you into cover for the most part.
I've put cover vs storm to alt/space so I can still kinda press both at the same time or just separately depending on the situation.
#106
Posté 25 avril 2012 - 07:42
biogame.ini->sfxgame.bioplayercontroller->
coveracquireparams=(...MaxDist=400...)
directionalcoveracquireparams=(...MaxDist=400...)
These use the normal ini/c.bin distances of meters*100 (400 = 4.00 meters). They're similar to ME2's StormMaxCoverEnterDist, if you remember those (and fixing ME2's horribly sticky/magnetic cover sucking you in
coveracquireparams is for TapAction (the roll/cover one, in case I'm remembering wrong and it's PressAction :V)
directionalcoveracquireparams is for HoldAction.
If they're both bound to the same key, you might as well change both, but definitely whichever executes first (I believe it's sequentially in the normal order). If they're on separate keys (e.g. sometimes I keep HoldAction on my sprint key, with TapAction+PressAction on the roll+enter/exit cover key), change whichever you want. With HoldAction on my sprint key, I generally set directionalcoveracquireparams to about 100-150 (1.00 to 1.50 meters), so that I can just barely back out of cover before sprinting without popping right back into cover. coveracquireparams I usually keep at ~250-300 just out of personal preference (because I'm Max Payne-ish and like more freedom to roll.
Also, I don't recall seeing a distance for "sprint into cover", but you pretty much have to hit the cover center and/or nearly perpendicular for that anyway, as vivanto or whoever said.
Modifié par Iodine, 25 avril 2012 - 10:44 .
#107
Posté 25 avril 2012 - 08:07
Consolee's have to wait for BW's official patch for this crappy solution.:/
#108
Posté 25 avril 2012 - 08:13
I just did some trials with both the"Use / Rest" setup versus "Use / Cover / Storm" setup and found that you will enter cover if you hit it at an angle of < 45 degrees from perpendicular. That angle isn't changed in either keybinding setups.
It's possible the cover params might help with that though. I'll give it a try. Thanks for the tip!
#109
Posté 25 avril 2012 - 08:15
Zhuinden wrote...
AndanteInBlue wrote...
I test drove the older use/cover/storm as 3 buttons version a bit and I found a little awkward. If you storm into a piece of cover or a wall, you automatically stick to it anyways, so it doesn't solve the main "sticky walls" problem. That seems like something they'd have to tweak with the engine : /
Ouch, so the condition is "if storm is on and you are near the wall, enter cover"?
I'm not sure how they didn't think that would be awkward when you're actually trying to run away.
No matter, at least seperating "Use" works
which is dumb, it should have easily been fixed if
a) kept pressed + directional keys= storm
c) kepy pressed = activate/use/hack
also, using the 3 sepparate button version.
I still find it annoying tha ****** doesnt let you add 2 to the same bind..
so had to leave the default one to space, and the use to another one..
works fine for me.
Modifié par JohnDoe, 25 avril 2012 - 08:16 .
#110
Posté 25 avril 2012 - 08:17
Iodine wrote...
biogame.ini->sfxgame.bioplayercontroller->
coveracquireparams=(...MaxDist=400...)
directionalcoverscquireparams=(...MaxDist=400...)
Great find, will try it when I get home!
#111
Posté 25 avril 2012 - 08:19
Those values only affect pressing TapAction (roll/enter cover) and HoldAction, sprinting-into-cover is still separate. I don't recall ever seeing a value for angle-to-enter-cover or whatever, but there most likely is one somewhere in c.bin, I'll have to think about it and look for it, though. Of course, it could be one of these cryptically named things right in the same section, too.AndanteInBlue wrote...
It's possible the cover params might help with that though. I'll give it a try. Thanks for the tip!
Modifié par Iodine, 25 avril 2012 - 08:29 .
#112
Posté 25 avril 2012 - 10:17
#113
Posté 25 avril 2012 - 07:32
Zhuinden wrote...
What happens if you make the directionalcovermaxdistance zero or negative? I think you would be able to storm, then. Though for cover, only space without a directional key would work.
Tried and tested: if you set the
(MinCameraDotCover=0.99, MinSlotDotPlayer=0.707, MinPlayerDotCoverOffset=0.502, MaxDist=400, MaxCoverHeightFactor=1.0)
value to ZERO (so, 0), then you won't be able to enter Cover when you're pressing an arrow key and press space, under ANY circumstances.
Which means, you will NOT waltz into cover while storming, either.
You will still be able to jump over the obstacles once you've entered Cover by pressing Space *without* any direction keys.
#114
Posté 25 avril 2012 - 07:37
the current melee button has 2 options (try heavymelee, try melee, and leaveworld)
crucial told me that leavworld is for when you get bugged or what not.
so splitting heavy melee and light melee is straightforward EXCEPT.
the ability to turn off geth heavy melee is being stored elsewhere.
but the solution is simple.
change the current melee button into your heavy melee button
and make a new button for light melee.
it's nice being able to heavy melee with geth without accidentally light meleeing.
PS: Spamming your heavy melee button will not let you spam bursts.
if you click too fast you will start doing mini bursts that drain your shields but do no damage, and doesnt break cloak.
it might let you get your first burst off a bit sooner though, not sure.
but doesn't really let you spam it more than what is already possible.
Unless you want to drain your shields to no effect
Modifié par Grimy Bunyip, 25 avril 2012 - 07:38 .
#115
Posté 25 avril 2012 - 07:48
Grimy Bunyip wrote...
I experimented a bit with splitting heavy and light melees.
the current melee button has 2 options (try heavymelee, try melee, and leaveworld)
crucial told me that leavworld is for when you get bugged or what not.
so splitting heavy melee and light melee is straightforward EXCEPT.
the ability to turn off geth heavy melee is being stored elsewhere.
but the solution is simple.
change the current melee button into your heavy melee button
and make a new button for light melee.
it's nice being able to heavy melee with geth without accidentally light meleeing.
PS: Spamming your heavy melee button will not let you spam bursts.
if you click too fast you will start doing mini bursts that drain your shields but do no damage, and doesnt break cloak.
it might let you get your first burst off a bit sooner though, not sure.
but doesn't really let you spam it more than what is already possible.
Unless you want to drain your shields to no effect
Intriguing switch there!
Apparently the Geth as a whole is stored somewhere else, I'm not sure where the Resurgence Pack is. I'd so move the hotkey of Hunter Mode from 2 to 4, as it hurts my eyes, and I wouldn't even accidentally hit 4.
#116
Posté 25 avril 2012 - 07:50
#117
Posté 25 avril 2012 - 07:53
does moving the hunter mode hotkey from 2 to 4 removes the hunter mode HUD?Zhuinden wrote...
Intriguing switch there!
Apparently the Geth as a whole is stored somewhere else, I'm not sure where the Resurgence Pack is. I'd so move the hotkey of Hunter Mode from 2 to 4, as it hurts my eyes, and I wouldn't even accidentally hit 4.
PS: my hunter mode hotkey was 3 by default, and PM at 2.
did you not spec PM or something? or maybe you specced it after you specced hunter mode?
#118
Posté 25 avril 2012 - 08:03
Zhuinden wrote...
Intriguing switch there!
Apparently the Geth as a whole is stored somewhere else, I'm not sure where the Resurgence Pack is. I'd so move the hotkey of Hunter Mode from 2 to 4, as it hurts my eyes, and I wouldn't even accidentally hit 4.
In ME2, DLC configuration files were stored seperately in an ini file at the /DLC/ folder with similar syntax as RCW's mod manager and applied at run-time.
If you looked into one of those files and applied the same - modified - records directly to the coalesced.ini, then that record would not be loaded from the DLC file on game-launch, so you could effectively mod DLC configurations this way.
Problem is, that the entire DLC data for ME3 is stored in a single *.sfar file which must be some kind of archived, or at least catalogued/encripted format so can't dig out a lot from them.
#119
Posté 25 avril 2012 - 08:11
Grimy Bunyip wrote...
does moving the hunter mode hotkey from 2 to 4 removes the hunter mode HUD?Zhuinden wrote...
Intriguing switch there!
Apparently the Geth as a whole is stored somewhere else, I'm not sure where the Resurgence Pack is. I'd so move the hotkey of Hunter Mode from 2 to 4, as it hurts my eyes, and I wouldn't even accidentally hit 4.
PS: my hunter mode hotkey was 3 by default, and PM at 2.
did you not spec PM or something? or maybe you specced it after you specced hunter mode?
Actually I started this Coalesced modding thing on this low level because I wanted to remove Hunter Mode's HUD.
But I couldn't find it in the Coalesced, as the entire Resurgence pack stuff is hidden in some other file. It's a shame, really.
So I ended up making a 'T' use key instead, as my quest for turning off the Hunter Mode HUD was unsuccessful.
#120
Posté 25 avril 2012 - 09:03
The problem isn't getting the .sfar unpacked, there's just no way (that I'm aware of) to re-pack them, so no modification is (currently) possible. e.g. Here's the Resurgence .bin (open the same way as Coalesced.bin) dl.dropbox.com/u/153144/Default_DLC_CON_MP1.binvivanto wrote...
Problem is, that the entire DLC data for ME3 is stored in a single *.sfar file which must be some kind of archived, or at least catalogued/encripted format so can't dig out a lot from them.
Nothing pertaining to Geth melee bindings (or any) bindings in there, that I am aware of.
Edit: Looks like we did get a working sfar packer/re-packer finally a few days ago, I stand corrected. Still nothing worth changing in the DLC really. You might be able to "fix" Hunter Mode with glowculldistanceoffset (and/or removing/modifying the HM overlay .tga's) but being that it'd require modifying values (or files) for a power, that may have a high likelihood of being monitored/overriden/getting you banned.
Modifié par Iodine, 25 avril 2012 - 10:23 .
#121
Posté 25 avril 2012 - 10:46
Iodine wrote...
The problem isn't getting the .sfar unpacked, there's just no way (that I'm aware of) to re-pack them, so no modification is (currently) possible.
I can't check the file you linked right now, but if it works anything like ME2, shouldn't need to modify the DLC, only add the same entries to the c.bin. Tho I have the feeling from your post, that is no longer the case.
#122
Posté 26 avril 2012 - 12:09
#123
Posté 26 avril 2012 - 03:12
dubdevo wrote...
it can't be against the rules.....because if it was....whats to stop all of you from going out and buying a G15......or whatever gaming keyboard is out there? NADA. In fact I don't play on PC...but I'd have my macros runnin. Those of you who are broke, I'd recommend autoit.....IF its not against the rules.
It apparently seems that this isn't against the rules.
Also, disconnecting "Used" and the Space bar is just so amazing, that you don't have to mess with Space Bar's nonsense and can revive your teammates instead of dying while hugging the walls. I just played a game today, and it was still a remarkable experience.
Modifié par Zhuinden, 26 avril 2012 - 03:13 .
#124
Posté 26 avril 2012 - 05:32
dubdevo wrote...
it can't be against the rules.....because if it was....whats to stop all of you from going out and buying a G15......or whatever gaming keyboard is out there? NADA. In fact I don't play on PC...but I'd have my macros runnin. Those of you who are broke, I'd recommend autoit.....IF its not against the rules.
Because it's kinda hard to make real macros if everything is on one key.
#125
Posté 27 avril 2012 - 06:30
Zhuinden wrote...
Zhuinden wrote...
What happens if you make the directionalcovermaxdistance zero or negative? I think you would be able to storm, then. Though for cover, only space without a directional key would work.
Tried and tested: if you set the
(MinCameraDotCover=0.99, MinSlotDotPlayer=0.707, MinPlayerDotCoverOffset=0.502, MaxDist=400, MaxCoverHeightFactor=1.0)
value to ZERO (so, 0), then you won't be able to enter Cover when you're pressing an arrow key and press space, under ANY circumstances.
Which means, you will NOT waltz into cover while storming, either.
You will still be able to jump over the obstacles once you've entered Cover by pressing Space *without* any direction keys.
That's a nice work-around, but it comes with its own quirkyness.
Not being able to take cover when you hit cover, because you happen to be moving, is as bad as running into cover.
Run should make you run
Cover should make you cover
Whichever is pressed later should stomp whatever you pressed earlier
I worked up a file that separated-out these actions.
use
cover
run
cover+run
Because running into cover made me take cover, I decided that run already is a combined cover+run (just not if you're standing still).
So I made a combined cover+run, so that the cover&run functionality was consistent regardless of running or standing still.
Separate use is nice - but the real "problem" is "taking cover when you're trying to run away from danger" - or "trying to run to 'actual cover' and getting stuck in 'shoot-me cover' ".
Because "run" has a built in "take cover" that you can't get rid of - we're stuck with that problem.
Since separating out the controls never fixed the real problem, I just decided to leave the controls default.
So I'm back to the stock file...
-scheherazade
Modifié par scheherazade, 27 avril 2012 - 06:35 .





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