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clear key config on mobile
mobile users have no way to clear key binds thru the keyboard configuration gui, seemingly resulting in conflicts with the gamepad configuration. editing config file has provided limited relief.
you can use /bind, you can edit wgaf.cfg (while vo isnt running).
in-game a user with a physical keyboard can clear the binds of any command. the mobile keyboard doesn't provide the same functionality. a tap/hold for 3-5 seconds to clear a command of it's binds would do the trick.
You do not need a physical keyboard to type in commands, this is entirely possible on the on-screen keyboard... btw if you have a gamepad you can unbind using the keyboard menu, use the dpad to "hover/yellow" the command you would like to unbind, and either press the device "menu" key, or the relative button on your controller if you have one. (touchscreen only users would never need this)
For example type /bind TOUCH1 NONE will unbind anything that is bound to TOUCH1. Note, you do not unbind commands, you unbind keys. There is no issue in having a key bound to a command that you do not have (for example, on my phone, I can actually bind things to volume +/-, great for shoot buttons, but if I copy my config to my Gear VR install, I have no access to my volume keys - I can still shoot fine as you can have as many keys as you like bound to commands so my controller works fine), so I have no idea why you would need to unbind all keys that are bound to a command (on any platform).
Maybe explain what you are trying to achieve? I have not experienced any problems with having more than one thing bound to a command, ever. And there is no conflict between the gamepad and keyboard menu, which ever is the last one you applied should be what works. There is some disparity between what is displayed on each menu, so flipping back and forth between the two menus can undo changes, if you do not click APPLY/OK
For example type /bind TOUCH1 NONE will unbind anything that is bound to TOUCH1. Note, you do not unbind commands, you unbind keys. There is no issue in having a key bound to a command that you do not have (for example, on my phone, I can actually bind things to volume +/-, great for shoot buttons, but if I copy my config to my Gear VR install, I have no access to my volume keys - I can still shoot fine as you can have as many keys as you like bound to commands so my controller works fine), so I have no idea why you would need to unbind all keys that are bound to a command (on any platform).
Maybe explain what you are trying to achieve? I have not experienced any problems with having more than one thing bound to a command, ever. And there is no conflict between the gamepad and keyboard menu, which ever is the last one you applied should be what works. There is some disparity between what is displayed on each menu, so flipping back and forth between the two menus can undo changes, if you do not click APPLY/OK
MaxRage, what problem are you trying to solve?
Binding a button to a command will automatically unbind it from the previous command.
If you actively need to make sure nothing happens when you push a button, then I'd like to know why in case some sort of UX redesign could also be a solution.
Binding a button to a command will automatically unbind it from the previous command.
If you actively need to make sure nothing happens when you push a button, then I'd like to know why in case some sort of UX redesign could also be a solution.
binding a key to another command SHOULD unbind it from a previously bound command, but in my case it does not always do so. likewise, editing the .ini file doesn't necessarily provide a solution. there seems to be a tug-of-war taking place between the keyboard config interface, the controller config gui, and the calibration interface. there's a bit of "overlap" between key config and controller config, as well between controller config and calibration interface. as far as I've observed key and calibration configs remain exclusive to themselves. i took note of the individual bind clearing procedure and quickly found that i was unable to follow the simple instructions to "backspace" or "delete" the associated keys from the commands. wind e's could be the solution I've sought, I rarely navigate the UI by controller input so I'll attempt to utilize his prescribed method and soon as I log in. however, perhaps there's a loose end to be tied up here..? perhaps, instead of providing the same function to mobile users, the instruction to "backspace" or "delete" could be backspaced or deleted from the mobile client? just spitballing.
my troubles began with the update that was reported to have fixed the android binds. the fixed code may well have revealed firmware issues on my end - sorry to say i have not xbox nor windows 10 machine to confirm this theory. I have been able to map commands to the wrong buttons lol so that they are triggered by the buttons i wish them to be triggered by and I make do without the triggers, which simply refuse to accept calibration, dead zone definition, or user established saturation parameters. the left trigger otherwise known as the z axis adamantly assets itself as bound to the turn command, generally speaking it volunteers to take over turning duty at least once per session. neither trigger accepts used defined functionality.
you were prompt in your request for more in-depth info at the time of my initial post regarding this issue. I was impressed by the lack of time between my post and your reply. I had by then, tho, wrapped my head around the obstacles and had begun successfully employing the workarounds I'd devised. as such, I failed to provide you with that which you'd requested. that was all me - my bad bro.
my troubles began with the update that was reported to have fixed the android binds. the fixed code may well have revealed firmware issues on my end - sorry to say i have not xbox nor windows 10 machine to confirm this theory. I have been able to map commands to the wrong buttons lol so that they are triggered by the buttons i wish them to be triggered by and I make do without the triggers, which simply refuse to accept calibration, dead zone definition, or user established saturation parameters. the left trigger otherwise known as the z axis adamantly assets itself as bound to the turn command, generally speaking it volunteers to take over turning duty at least once per session. neither trigger accepts used defined functionality.
you were prompt in your request for more in-depth info at the time of my initial post regarding this issue. I was impressed by the lack of time between my post and your reply. I had by then, tho, wrapped my head around the obstacles and had begun successfully employing the workarounds I'd devised. as such, I failed to provide you with that which you'd requested. that was all me - my bad bro.
Thanks for the details. We'll investigate further.
the procedure outlined by wind employment is a no go, but forcing the controller's influence on the UI fulfills my request for numerical input to the calibration interface lol the "mouse" manipulation of deadzone and saturation sliders does the trick.