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[Guide] How to fix the Omni Button Space Bar (Revive and Cover) and FOV (Field of View) for PC in Mass Effect 3


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#151
Dervim

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Zhuinden wrote...

TheLastDisease wrote...

Would this method also work for the galaxy scanning problem in SP?


I'm not sure what the galaxy scanning problem in the SP is.

It's a shame that selecting a menu option is not linked to the left mouse button, or at least I haven't found it. I wanted to make an Enter key to enter the menus, considering you can navigate via arrow keys, but you can't enter them, which is just stupid.

Also, bump for great justice.


 Is it possible to use keyboard direction buttons for galaxy map movement of Normandy?

#152
Stinja

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I fully support allowing players to remap any input to any button: hell if people want to fire a gun on rolling the mouse left, and medikit on right, why not?!

Another pet control dislike is forcing "Hold to aim" mechanics, allow us "toggle" too please.

I look forwards to remapping on the consoles...

#153
Methaluan_Sylver

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I see even on PC its badly assigned the revive bottom. On Xbox you just want to revive someone and end up taking cover next to them or if they fall near the devices you start hacking the devices and may not be easy revive the teamate, but you cant change it. Its not a big deal but it can get you killed on gold.

#154
Zhuinden

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Dervim wrote...

Zhuinden wrote...

TheLastDisease wrote...

Would this method also work for the galaxy scanning problem in SP?


I'm not sure what the galaxy scanning problem in the SP is.

It's a shame that selecting a menu option is not linked to the left mouse button, or at least I haven't found it. I wanted to make an Enter key to enter the menus, considering you can navigate via arrow keys, but you can't enter them, which is just stupid.

Also, bump for great justice.


 Is it possible to use keyboard direction buttons for galaxy map movement of Normandy?


No, I don't think that's possible so easily, because you do a left click, that left click has coordinates, and the normandy moves to that location.
Keyboard movement involves a whole different type of logic, and unfortunately, I don't think that's implemented in that form at all.

#155
mybudgee

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Not likely..

#156
HyruneX

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Thanks for sharing but I don't want to hack my game even if BW says it's fine.
I would rather prefer see more binding options in game -_-

Modifié par HyruneX, 22 mai 2012 - 09:35 .


#157
Kahen40000

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I know is not related to the actual post, but since we are talking about the game settings I'm just gonna ask, is there a way to "fix" the hunter mode too, so we won't get blind anymore? And if so is that legal too?

#158
Timerider42

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I tried binding V and it didn't work. Double checked my coalesced and it still shows my edit, so I don't know what the problem is.

#159
Zhuinden

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Wordlywisewiz wrote...

Bioware how about you let us map console buttons your not using r3 and l3 I just want r3 to run so I can run and look around at the same time! What is up with that!


:blink: :?



Are you sure "V" isn't taken by any other key?
Maybe you added it to the wrong localization, the AZERTY thing messes it up a bit.

Modifié par Zhuinden, 24 mai 2012 - 01:22 .


#160
Bobkyou

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Kahen40000 wrote...

I know is not related to the actual post, but since we are talking about the game settings I'm just gonna ask, is there a way to "fix" the hunter mode too, so we won't get blind anymore? And if so is that legal too?


http://social.biowar...dex/11288066/37

#161
Zhuinden

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Bobkyou wrote...

Kahen40000 wrote...

I know is not related to the actual post, but since we are talking about the game settings I'm just gonna ask, is there a way to "fix" the hunter mode too, so we won't get blind anymore? And if so is that legal too?


http://social.biowar...dex/11288066/37


Ah, a perfect post. I approve of that being here, I had it in mind to bring it over but I forgot.

I wish someone could fix the blur on that, it murders my eyes, personally.

Modifié par Zhuinden, 24 mai 2012 - 01:33 .


#162
Snoteye

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AndanteInBlue wrote...

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.

Zhuinden wrote...

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.

I've found that I rely far too much on this functionality for disabling it to be at all feasible. I went spelunking and discovered that the angle is governed by MinSlotDotPlayer; from 0.0 to 1.0, the lower the value the sharper the angle up to 90 degrees. It is possible to specify an angle so sharp that you can't remain in cover (you play the wall hug animation but return to normal immediately). Default is .707. I haven't found a good value yet but I'm going to try out .85; .9 and up are too unforgiving.

Modifié par Snoteye, 28 mai 2012 - 09:06 .


#163
asaiasai

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Zhuinden wrote...

AshirahTSparkle wrote...

It's cheating..because..you know..that's the point of BW putting 3 uses to a key, to frustrate us. When we want to revive, we hug cover instead. When we want to sprint to safety, we try to revive instead. When we want to hug cover, we activate the device instead.

Seriously though, who thought that it was a good idea in the first place?


I have a better question, why didn't anyone oppose to the idea? :P



I yelled and screamed about this ever since Mass Effect 2. Seriously one key to sprint, use, cover/crouch, and with ME3 i now have to hit shift 2 times to jump a box. Combat feels turn based when compared to the fluidity i can move around the map in other games like Left for Dead, Counterstrike,  Cybermancy, SRTT. I always preffered the Mass Effect 1 combat mechanics over the combat mechanics of 2 and 3. I HATE cover mechanics anyways but when you tag cover and sprint to the same key i can not tell you how many SP restarts i have had as i grab cover on the wrong side of an object as i intended to run by because the game decided i wanted to be in cover instead of blowing past cover. Why duck behind a box when i can turn a corner?

Sometimes i feel like i am fighting the interface more than the enemies. That is bad design, it is still fun but i work around the cover mechanics now. Rarely will i use cover at all instead i preffer to strafe in and out of cover, but there are times when cover is handy but as the player i should get more control over that decision making process than the game gives me and a seperate key at least for the PC user should have been manadatory.

#164
xabkish

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Anyone tried to add new bindings to the Options screen after the last patch (May 29)? I've checked everything twice yet it's not working: I do not see new bindings in Options screen in game.

UPD: There's more. I've changed some of the existing bindings to point to Use/Cover/Sprint commands I've created using this guide (used the ones that control your squad since they're useless in MP), assigned new keys to them ingame and it's not working.

Modifié par xabkish, 29 mai 2012 - 05:24 .


#165
Arcataye

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xabkish wrote...

I do not see new bindings in Options screen in game.

You wont see them in any screen. Just go and test it in a real situation, should work if you did everything right.

#166
ParadoxSalem

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Keybindings broken after latest patch. Even replacing backed up Coalesced.ini doesn't work. Pretty scummy if they broke this on purpose. I really enjoyed playing the multiplayer once everything wasn't bound to the space bar.

#167
xabkish

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Arcataye wrote...

xabkish wrote...

I do not see new bindings in Options screen in game.

You wont see them in any screen. Just go and test it in a real situation, should work if you did everything right.


Do they still work for you? Because even hard binding them won't work in my case. Other hard binded commands do work, but not these.

If they really did that on purpose it... stinks.

#168
rgeshevv

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I'm having the same problem. I use Vivanto's method and now it's not working. Previously I was able to see the 3 new bindings on the bottom of the screen, but now they are not there and I can't make them work again. Too bad if they do this on purpose. Any ideas?

#169
Grimy Bunyip

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rgeshevv wrote...

I'm having the same problem. I use Vivanto's method and now it's not working. Previously I was able to see the 3 new bindings on the bottom of the screen, but now they are not there and I can't make them work again. Too bad if they do this on purpose. Any ideas?

the bindings at the bottom of the screen are no longer displayed.
but you can "replace" existing bindings with the bindings you desire.

#170
rgeshevv

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Grimy Bunyip wrote...

the bindings at the bottom of the screen are no longer displayed.
but you can "replace" existing bindings with the bindings you desire.


Please tell me how to do that. At first I tried with the first tutorial - Zhuinden's one - but didn't went so far. So I used Vivanto's method and worked like a charm. If there is a way to separate the keys/actions I would be very grateful.

#171
ParadoxSalem

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Indeed. As of now, I can't vault cover or "use" anything. I'd like some assistance with this, too.

#172
xabkish

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Grimy Bunyip wrote...

rgeshevv wrote...

I'm having the same problem. I use Vivanto's method and now it's not working. Previously I was able to see the 3 new bindings on the bottom of the screen, but now they are not there and I can't make them work again. Too bad if they do this on purpose. Any ideas?

the bindings at the bottom of the screen are no longer displayed.
but you can "replace" existing bindings with the bindings you desire.


I've been trying to replace the bindings (so that Squad mate 1 move binding in options linked to my new command in bioinput) linked in bioui and it didn't work.

Now I realize that I should've just replaced the command contents in bioinput with what I need ;)

Huh. It'd be a nightmare to go back to Space-makes-the-game-suck again.

UPD: Ok, I can see I'm not the only one struggling, here's a little guide:

1. Open bioinput.ini -> sfxgame -> sfxgamemodebase
2. Choose 3 commands that you will alter. Choose the ones you won't use. I'm playing MP only for time being so I've chosen Squad controls: namely SquadAttack, SquadMove1, SquadMove2.
3. Now replace the contents of these commands with the contents of Shared_Use, etc. E.g., in my case it looks like this:

( Name="Shared_SquadAttack", Command="Exclusive Used" )
( Name="Shared_SquadMove1", Command="Exclusive PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction | Exclusive TryStandingJump" )
( Name="Shared_SquadMove2", Command="OnRelease StormOff | OnHold 0.2 StormOn" )

4. Now just save it. Launch the game. Remap these actions to keys you like (Squad Attack being the Use/Revive, Squad Move 1 being the Roll/Cover and Squad Move 2 being the Storm/Sprint) and... Profit :)

I've PMed the OP to change the main post to be up to date with current version of the game.

Modifié par xabkish, 29 mai 2012 - 08:35 .


#173
ParadoxSalem

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xabkish wrote...

Grimy Bunyip wrote...

rgeshevv wrote...

I'm having the same problem. I use Vivanto's method and now it's not working. Previously I was able to see the 3 new bindings on the bottom of the screen, but now they are not there and I can't make them work again. Too bad if they do this on purpose. Any ideas?

the bindings at the bottom of the screen are no longer displayed.
but you can "replace" existing bindings with the bindings you desire.


I've been trying to replace the bindings (so that Squad mate 1 move binding in options linked to my new command in bioinput) linked in bioui and it didn't work.

Now I realize that I should've just replaced the command contents in bioinput with what I need ;)

Huh. It'd be a nightmare to go back to Space-makes-the-game-suck again.

UPD: Ok, I can see I'm not the only one struggling, here's a little guide:

1. Open bioinput.ini -> sfxgame -> sfxgamemodebase
2. Choose 3 commands that you will alter. Choose the ones you won't use. I'm playing MP only for time being so I've chosen Squad controls: namely SquadAttack, SquadMove1, SquadMove2.
3. Now replace the contents of these commands with the contents of Shared_Use, etc. E.g., in my case it looks like this:

( Name="Shared_SquadAttack", Command="Exclusive Used" )
( Name="Shared_SquadMove1", Command="Exclusive PressAction | OnTap 0.3 TapAction | OnHold 0.3 HoldAction | Exclusive TryStandingJump" )
( Name="Shared_SquadMove2", Command="OnRelease StormOff | OnHold 0.2 StormOn" )

4. Now just save it. Launch the game. Remap these actions to keys you like (Squad Attack being the Use/Revive, Squad Move 1 being the Roll/Cover and Squad Move 2 being the Storm/Sprint) and... Profit :)


So if I am to understand, this will end us up with the three actions separated out to respective keys (ie - F for use, Shift for storm/jump, and space for cover)? As for squadmate commands, they aren't really useful to me anyway, playing Novaguard.

#174
xabkish

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ParadoxSalem wrote...

So if I am to understand, this will end us up with the three actions separated out to respective keys (ie - F for use, Shift for storm/jump, and space for cover)? As for squadmate commands, they aren't really useful to me anyway, playing Novaguard.


Correct. You can specify the keys you want in the Options menu for this altered commands. And original ones are useful only in single player, they have no effect in MP, that's why I used them.

Modifié par xabkish, 29 mai 2012 - 08:33 .


#175
ParadoxSalem

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xabkish wrote...

ParadoxSalem wrote...

So if I am to understand, this will end us up with the three actions separated out to respective keys (ie - F for use, Shift for storm/jump, and space for cover)? As for squadmate commands, they aren't really useful to me anyway, playing Novaguard.


Correct. You can specify the keys you want in the Options menu for this altered commands. And original ones are useful only in single player, they have no effect in MP, that's why I used them.


Also, I'm not sure of the syntax, but shouldn't TryStandingJump be on Storm?