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the possibility of mapping multiple items to "Hold" or "Press" as different actions would be REALLY nice.
Its something i do with Autohotkey already, when i just set some other games controller mapping to "EMPTY" which i cant do in this game yet...
then i just have a script i wrote detect the controller, and watch for Button A for example.
if i hold the button down and then Release it, and its been less then 1 second of held, then Action 1 happens by pressing a virtual keyboard key, G for example..
But if I've held the button down for More than one second, Then it presses H instead.
This allows me to long press a button on my controller, and activate "Target Nearest"
as an example. But if i pushed the button and released it fast, then it instead selects "Target Object Under Reticule"
options like this are already in games like "No Man's Sky" and "RebelGalaxyOutlaw."
tap and hold as well as shift-state options are common and help a person do more actions with less buttons. I don't know how much of a input overhall that would require. I know editing the Gui is not the easiest or most fun thing to do for a lone coder... But Autohotkey can only take me so far in adaptation. It cant for example, incorporate a GUI pie wheel for issuing radio commands. Nor pull up a mission log pausing the action to refresh myself on current mission goals. That stuff has to be intentionally included in the game.
I hope at least, the ability to delete a bound line in the controls will become possible (if its not already somehow?) I don't want -anything- mapped to change camera view for example. but i cant clean it out. something on my controller, will always activate it.
If you included a folding [ᅟᅟᅟ▽] dynamic,
you could have some drop down options like [PRESS] [HOLD] [UNBIND]