Forums » Suggestions

Setting controls in game

May 20, 2015 Death Fluffy link
Leapfrogging from a bug report I just made regarding the in game settings system, I had this thought that I don't believe has been suggested before.

When a chat text field is active, have the field populated with the identity of any button presses. This would make assigning binds to buttons easier from within game, particularly for controllers with a lot of buttons.

This should be an opt in and out function so that it doesn't affect normal gameplay when the text field is accidentally activated or the player has to unexpectedly respond.

Edit: The title should make reference to setting binds on controller buttons rather than what I put.
May 21, 2015 yodaofborg link
Maybe in the console, but not in a chat box. That would make chatting on Android/with a controller even more infuriating.

[Edit]

Just to clarify, you do mean "print the output of a button press" right? As in, if I press my X button, BUTTON_2 is printed? I still suggest keeping this to the console only.
May 21, 2015 Death Fluffy link
That is exactly what I meant.

I suggested the text field in the chat window because that and directly to the wgaf file are where binds are commonly assigned. I believe you mean by console something like the Keyboard section of the control setting options. If so, I would agree that it would be more ideal to add a text area in which players could assign binds to keys there.

This isn't a high priority, but something that looks like all of the pieces already exist and might be easy to add to the game.
May 21, 2015 abortretryfail link
You know you can type /bind X and it'll show you what's currently bound to X, right?
May 21, 2015 Death Fluffy link
Actually I didn't. Thanks for the tip.
May 22, 2015 yodaofborg link
No, I meant the console. Its a text box and you can do /binds in it.