so exactly where in the engine ini did you put "AllowJoystickInput=1" ??
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Great, have been waiting for this.
Anyway, Now we need to find a way to make dodge work like it works on Unreal Championship 2 / Gears of war, by pressing a direction on the thumbstick and the jumping.
It's nearly impossible to time the dodges in an analog stick ¬¬
I had a look at gears of war's config file but it turned nothing out.. I will try and check UC2 config files when I get the chance to see if I can find a alias for making this work.
Another problem.
Since UT3 has around 10+ weapons, using nextweapon/prevweapon gets really frustrating at some times, i tried to bind weapons by type
Exemple:
Bindings=(Name="XboxTypeS_DPad_Left",Command="GetW eapon 3 | GetWeapon 8 | GetWeapon 9")
Bindings=(Name="XboxTypeS_DPad_Right",Command="Get Weapon 4 | GetWeapon 7 | GetWeapon 10")
that would have the d pad left switching between the biorifle, flak, and rocket and the d pad right to the shock rifle, minigun and sniper. It used to work back in UT99/UT2 but doesn't work in ut3, using "SwitchWeapon" doesn't work as well since it would change only to the last weapon on the command line =/
If anyone could help me with this I would be thankful.
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Originally posted by BlackOmega View Post
Another problem.
Since UT3 has around 10+ weapons, using nextweapon/prevweapon gets really frustrating at some times, i tried to bind weapons by type
Exemple:
Bindings=(Name="XboxTypeS_DPad_Left",Command="GetW eapon 3 | GetWeapon 8 | GetWeapon 9")
Bindings=(Name="XboxTypeS_DPad_Right",Command="Get Weapon 4 | GetWeapon 7 | GetWeapon 10")
that would have the d pad left switching between the biorifle, flak, and rocket and the d pad right to the shock rifle, minigun and sniper. It used to work back in UT99/UT2 but doesn't work in ut3, using "SwitchWeapon" doesn't work as well since it would change only to the last weapon on the command line =/
If anyone could help me with this I would be thankful.
It's all there. You just have to have patience and time to go through everything and see what you want to bind to what.
HINT:
switchweapon 1
switchweapon 2
Etc.
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Originally posted by EpiTome View Postso exactly where in the engine ini did you put "AllowJoystickInput=1" ??
[WinDrv.WindowsClient]
AudioDeviceClass=ALAudio.ALAudioDevice
MinAllowableResolutionX=0
MinAllowableResolutionY=0
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=0
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Well, I finally got the 360 controller to work - and I must say, it works even better than anticipated. Anyhow, I tried binding controls with the gamepad in the "configure keys" menu... and the menu recognized each button press on the controller.
For example, it would say "Joystick 5" for Jump. However, the game wouldn't recognize these bindings when I entered a match. Therefore, it looks as if all the tweaking needs to be done via the UserInput.ini notepad.
Yep, it's kind of a pain, especially when you're not sure what exactly to type? For example, I can no longer access the Menu with either the Escape key or the Start button on the controller? These little details are frustrating.
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For example, I can no longer access the Menu with either the Escape key or the Start button on the controller?
Scoreboard:
Command="SetShowScores true | Onrelease SetShowScores false"
Main Menu:
Command="|onrelease showmenu"
Mic Button (Push to Talk):
Command="ToggleSpeaking true | OnRelease ToggleSpeaking false"
Translocator:
Command="ToggleTranslocator"
im almost there, for some reason my dpad is inverted...ive switched it in the game and it didnt help...when i hit up my guy moves back and when i hit down he moves forward...left and right are fine, its just forward and back that isnt acting right
You can do this in the .ini files, or if you activated the menu settings there is (now) a check box for that. Tick it and you should have normal movement.
f I did this would I HAVE to use the 360 controller all of the time? Can I switch in between whenever I want? If so, how please cause I thought attempting to do this would have to mess around with the files or w/e.
You can use all three simultaneously, or in any combination.
*KB+Mouse+Controller
*Controller+Keyboard
*Mouse+Controller
Just keep your KB & Mouse settings at the default to be sure.
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Originally posted by EpiTome View Postthe invert option in the game is for the mouse...its not affecting the controller
If not, simply add Invert=-1 to the following line:
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone=0.3")
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone=0.3 Invert=-1")
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Originally posted by EpiTome View Postjesus your like a machine
lol
the invert option in the game is for the mouse...its not affecting the controller
Anyhow, thanks TPSFan for all the help regarding this issue - as I'm sure to speak on behalf of all gamepad users struggling with this ordeal.
Finally, it feels great to have UT3 up-and-running with the control scheme I prefer and all hope was not lost. Thankfully there always seems to be a work-a-round.
Let's just hope that Epic takes notice and addresses this issue in the future (hopefully with a patch of some sort). Now all I need is to upgrade my graphics card and CPU to experience UT3 in all its visual glory.
Geez, this game really taxes the system.
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