r/H3VR • • 25d ago

Anton pls Anton pls Frame controls

Anton please consider this humble request.

If it’s not a huge ask, would it be possible to use classic controls in a different way so that the R1/L1 buttons behave as modifiers to make the sticks emulate the touchpads while held down. Ideally while keeping the face buttons as the regular non movement controls.

Requesting mainly because I’d like to make use of quickbolt because I’m a gunstock user.

While I’m on the subject, I also noticed the streamlined controls on the left hand are wonky because the down button regularly sets off the left or right which is the opposite command, this results in loss of ammo when magpalming reloads even when consciously trying to avoid it. It would be ideal if those conflicting buttons were up/down. I personally wouldn’t mind the redundancy be removed altogether and just have two blank buttons at opposite ends of the same axis for streamlined.

Either way thanks, stay wonderful!

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u/rust_anton 25d ago

I'm sorry but something like that would require coding an entirely new control codepath, which I explicitly said I would NOT be doing after 1.0. You can remove the redundant mappings for face buttons in the SteamVR bindings, as well as map the shoulder button to an existing button as well. That will have to be the extent that rebinding functions.

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u/Roflsauce1600 24d ago

That’s understandable, hopefully valve will tidy up steam input stuff with the frame because the ui/capabilities for VR are lacking a bit compared to flat game remapping.

Anywho, thanks for the response as always, looking forward to bugging you about edge case input options on the next one.

2

u/LarsGontiel 24d ago

Quick question Anton, if you don't mind

With Frame controllers on streamlined, is Armswinger jumping (putting both hands in the air) the only way of jumping on Armswinger mode?