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Sometimes, using action set swapping rather than a layer works better. You could set the bumpers in the main action set to a start press activator which changes over to the Gyro actionset which is all KBM.
Then, set your bumpers in the Gyro action set so that when you release press them, they will send you back to the main actionset.
Problem that (might) happen,
1) if you quick a single click of the bumper rather than holding it, perhaps the gyro action set wouldn't have time to see the release press and you'd have to click it again to return to the default.
Oh, interesting! I've tried again, slightly changed names: steam://controllerconfig/254700/2881604711
And I'll also upload it to the RE4 Community Profiles.
Regarding the Action Set working better, thanks for the tip, I'll get to work on that :) maybe a way to prevent the "sticky set" problem would be to have a delay on the release press that brings you back to the default layer? Thanks for the response and I'll get to monkeying around!
One thing that I think happens, which might effect your configuration, is that if you hold a layer with one input like your left bumper.. If you were to use the right bumper, which also holds the same layer, well anytime you release either bumper I believe it will remove the layer, even though one bumper is still supposed to be holding it. I am pretty sure that is how it works ATM.
Also, AFAIK, layers stack on top of one another. So like, if you were holding a bumper, you'd apply that layer. Then, pressing a trigger with the bumper held would apply the trigger layer over the top of the other one. So it would inherit anything from the layer underneath it, rather than the base action set.
It gets pretty confusing, but I think that if you setup your layer to have everything you need in it, so it inherits nothing, you can avoid problems. best of luck with your config
This is also correct... except when it isn't. Analog sticks for example will (at least on 360 controllers where I work) ignore the layer stack and intended behavior and only use the top layer and the base action set if they need inheritance. I don't know if the gyro has similar problems, but if it did, it could lead to confusing behavior that doesn't appear to match what you've pressed, because Gyro Layer would only affect the gyro when on top of the stack.
There's also a trigger bug where release press layer change activators (I think you may need another button held, too, during the release) will send completely incorrect events, which often ends up sending press activators for the same trigger being released and leaving you with a layer added that doesn't correspond to your held buttons at all. I really really wish Valve cared about Steam Input because this bug is incredibly annoying when it comes up, and it's surely something simple to fix.
Another quirk that may be relevant is that Valve broke how adding layers interacts with the stack. If you add a layer that's already on the stack, it does not change the stack. So, if you add layer 1, then add layer 2, then add layer 1 again, you will still have layer 2 on top of layer 1. To work around that, you have to diligently remove any layer you want to be able to add on top of the stack.
Watch out for the ill-conceived behavior where activators on already held buttons trigger as new button presses on layer change. That can also throw unexpected kinks into things.
One thing I do when I have inexplicable behavior, is to make a copy of the problematic interaction on a desktop config and have it press keys on various start/release presses. That both helps see what Steam Input is doing from an editor window, makes it easier for others to try/alter the config themselves, and gives you a better bug report if what you end up with doesn't make sense. Not that Valve gives a crap about our Steam Input bug reports, but a solid test case bug report at least could help other users trying to figure something similar out.
It's almost poetic because it was a combination of the advice: I'm using an Action Set instead of an Action Layer (Cybin), I'm using Enter Set commands instead of Hold Set comands (Tyrian), and I tried to avoid using overlapping layers as much as possible (Ugafan via DM). Though after doing this it still happened, the final piece of the puzzle was the fact that I avoided using a Hold command meant that I could actually turbofire the enter action set command! Not something I would originally have thought to have done, especially since I intuitively wanted to use start press to enter the action set, but that doens't have turbofire, so I had to switch to regular press (exiting is still done via press release). Ever since turbofire the issue hasn't come up.
Weird that everyone seems to be having trouble seeing the config, but I'll try one last time: steam://controllerconfig/254700/2882661720 In any case, thanks again guys!
Oh, and
Just to answer this really quickly: for me at least, the entire benefit of using gyro is that it gets to mimic the positional input of a raw input mouse, providing functionally superior control over a joystick (and the joystick is particularly awful in RE4). Sidenote, RE4 "out of the box" doesn't actually have Raw Input mouse and has weird acceleration issues, but the mod that comes with the amazing RE4HD Project fixes this.