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DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = ToggleAttachMode
InputActionSID = IA_ToggleAttachMode
Key = ***!!! ENTER YOUR KEY HERE !!!***
OldKey = B
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Hold
You can then keep that button pressed and it will change to your under barrel weapon (i.e. grenade launcher). You can also bind this to X, for example, if you're already changing firing modes with the same button.
Hope this helps!
That did it! Thanks!
Which category do I put that in? I mean there are "None", "Inventory", "Trade", "Dialogue", "DialogueOnTheGo" etc. in the code. It is unclear where to paste your part of the code for it to work.
Also I did not find your part of the code already in the file at all, I only searched for "ToggleAttachMode", it only appears once you change the bind for it in-game but you can't.
I bound forward and backward side mouse buttons to slots 1 and 3 respectively (1 and 3 press, 2 and 4 hold, it's different visually and in the settings) and couldn't find "ToggleAttachModeAlt" (I tried ToggleAttachMode) like it is with other binds so maybe I didn't have that bound from the beginning at all.
I had the same problem and I finally figured out how to fix it. There is actually a hidden keybind "ToggleAttachModeAlt" and by default it's bound to ThumbMousebutton2, the same key for "ChangeFireTypeAlt". To override it you have to declare the entry in CustomizeControls.cfg and bind it to another key. For example:
[37] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = ChangeFireTypeAlt
InputActionSID = IA_ChangeFireType
Key = T
OldKey = ThumbMouseButton2
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Tap
struct.end
struct.end
[38] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = ToggleAttachModeAlt
InputActionSID = IA_ToggleAttachMode
Key = G
OldKey = ThumbMouseButton2
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Hold
struct.end
struct.end
I put it in the Exploration section of the cfg and it fixed the issue.