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EDIT:
I was going to post a screenshot of my layout for the weapons , but I forgot how to attach a screenshot since the forum doesn't seem to have a option for a attachment
EDIT: EDIT:
When trying to take a Screenshot , I Alt/Tabbed to get to my Desktop to go to Photoshop and it only made a small box of the game within the game but wouldn't go to my desktop , so I closed the game and when I did that (through the Menu) the game crashed , I sent in a Crash Report
But as far as mapping goes , I have Scope Zoom Up/Down and Switch to Canted/Between Scopes both on the Mouse Wheel which should be separate commands since they are in different categories in the Menu I would think , just like when you have Sprint and Steady Aim on the same key binding , it knows your using the scope and holds your breath , but when the scope is not in use it makes you run faster , so I would think it would know to scroll through the scope zoom levels till you get to the end and then go to Other Scope/Canted (which it does) then back to zooming again (which is where the issue is) it just goes back and forth between the 2 scopes , but after the initial zoom it won't zoom any more
Yes, that is correct - there is no next weapon or previous weapon buttons... but I asked about next and previous position :P
By default, they are about the mouse wheel, and will cycle between different sights when you are aiming.
All I see in the Menu is
Raise Weapon/Switch Sights - (Wheel Forward)
Lower Weapon/Switch Sights - (Wheel Back)
Zoom In(Scope) - (Wheel Forward)
Zoom Out (Scope) - (Wheel Back)
Those are what I have designated to the Mouse Wheel as shown , there is nothing in the Menu at all that says Next and/or Previous Position anywhere that I can see
And that is the issue.
Normally, the magnification levels are Alt + Wheel Forward/Back.
Since there is no "Alt" anymore, it is bound twice.
It should automatically unbind bound to a key whenever that key binding changes... well, that is how it was when I made the original key binding code. It may have been broken by some underlying change in our game or the engine. Annoying.
So, yeah... that's probably all it is - two actions bound to the one key.
So why does Sprint and Steady Aim work on the same keypad ?? , basically the only difference is one you are just moving and the other you are shooting using the scope , I don't know crap about coding , I just know that it's annoying I have to add buttons to push to zoom , so I can have swap scopes on the mouse wheel , because I need that move to be quick and not have to look at the keyboard to find the button to push because all the close ones I already have mapped , also that I can map different vehicle keys to the same key bindings that the player/I have for movement , etc. and its fine , they don't conflict (this also does not give a conflict warning , so that's confusing too)
I just figured ALL Scope commands should use the same Key/Button .. I know I can do it in Far Cry 6 , it goes from Zoom to Canted with the wheel , , so basically , if the scope has 3 zoom levels (or 5 or whatever , the zoom level is scope dependent) , you add another level on the small end , so if there is a Canted/other scope attached it starts on Canted/other scope , right before the 1st zoom level , so it goes to Canted , then Zoom 1 , 2 , 3 , then back from 3 to 2 , 1 then Canted , and if its a Fixed scope , then it just swaps between them as it currently does (which is what it does now even if the scope has zoom currently)
But thanks for the explanation , I guess I will have to map the Scope Zoom to the +/- on the keyboard
EDIT: , Is there a way to change the mapping of the Screenshot , because the arrows don't work on the settings , to lower or raise the number , like for example Free Look mouse speed , you have to hit Backspace to remove that number so you can change it to a lower/higher number , well every time I hit Backspace it takes a stupid screenshot , there should be a key command for it to be User Set , otherwise the forward/back arrows for changing setting need to be fixed so they actually lower or raise the numbers , now I have about 40 screenshots to delete , either that or just make a Slider so I can adjust the mouse Free Look speed , or mouse speed in general like every other game does for that setting .... Thanks .... Jim
Screenshot is bound to F12 by default in the .ini file.
Not sure how it ended up as Backspace.
Beats me , but every time I hit Backspace it takes a Screenshot , its driving me nuts because I can't change it
Just to verify , I just went to Settings and went to the mouse speed setting , and clicked by the number and hit Backspace and it said in the lower right corner , Screenshot Taken Ground Branch , then I hit F12 and nothing ... So you tell me ...
Since there is no setting in the game for ME to change it , how is it that its what it is ??? , I can't change it , even though I would like to
Did you read my post above ??
Screenshot is F12 me in Steam.
In case it was somehow just me, I got someone else to check their Steam install of the game.
Screenshot was F12 for them too.
Hence, very confused.
Yeah , me too , any ideas how to change it ?? , Update ? , Hotfix ? , in a sense its a bug , not sure how many others are affected , but maybe they didn't notice it as being wrong , what about allowing us to map the key by adding it to the list of key bindings ? , it could be added in a simple small hotfix update , so it really doesn't change the game itself , just adds a mapping key to the Menu "Screenshot" = _ , that way minimal effort for you guys , and a easy fix for those of us that have the issue or at least are affected by it negatively .
Yeah, I added the screen shot button the UI already.
Not sure why I never added it before.
Guess I'm just used to it always being F12 :)
In any case, it'll be part of the next release.
Great , thanks for looking into this , I appreciate it ...
So were you able to recreate it ??
Lastly .. Do you have a idea when the "Next Release" is scheduled so I know when to look for the Update ?
Next release is ready, at least internally.
We're waiting on Epic to approve the SDK side of things.
Not sure what the hold up is on there end :|
OK , Great , Thanks for the info/update !!