Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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Oculus sticks
so i havent played this game in a while. which is sad becuase i love this game. but on oculus the controls are briutal on my fingers and my touch controllers. currently you have to push the sticks in a direction and then press the stick in. obviously doing this for hours everyday is not good.

a simple option for making it so that no click is required would solve everything. you could just push the stick in the direction and poof it does its action.no clicking required. everything else would stay the same. the middle stick click and the rotating hard to do stick click for catching a bolt ect.
that would cut down controll.er and finger pain immensely, and with the quest and rift s out its needed. having to reload a revolver on oculus right now is like rapid stick pressing syndrome. please consider this and add the option to switch to non click mode or something

i would love to get back into this game and watching the new updates roll out.
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Showing 1-15 of 18 comments
soursalt Jun 6, 2019 @ 8:09pm 
i never have to press my sticks down to move, i just activate the movement and then push them in the direction i want to go
Masamune27858 Jun 7, 2019 @ 12:07am 
no the right stick.
Last edited by Masamune27858; Jun 7, 2019 @ 12:07am
kortum87 Jun 8, 2019 @ 12:04pm 
I agree, it would be easier that way
Masamune27858 Jun 17, 2019 @ 7:07pm 
bump
[RUST]Grumplestiltskin  [developer] Jun 17, 2019 @ 7:53pm 
You mentioned on the other thread that something was missing in your binding @Masumune27958 ?
Masamune27858 Jun 17, 2019 @ 8:09pm 
or where i can pull steam vr input bindings up and rebind the controls myself. i didnt know if there was a way to do that.
like to where i could replace the joystick click right with a dpad right that requires no clicking, just pushing the stick in the direction and that action activates. basically i just want to take the clicking step out of it. is that possible?
Masamune27858 Jun 17, 2019 @ 8:11pm 
for instance payday2 i rebind the oculus stick as a dpad and use the left and right for turning traditionally. but those buttons were mapped to the oculus menu buttons so, much less confusing to do that.
[RUST]Grumplestiltskin  [developer] Jun 17, 2019 @ 9:23pm 
It is not possible to do this. There are objects that require separate touch and click events, in precise orders to function correctly (such as the handgun slide manipulation). There is no way to substitute click for a flick. As I've mentioned in other places in the forum, allowing for that change will require an extensive refactor that includes every object that uses the touchpad. It is not something I will have the time to even consider in the near-term.
Masamune27858 Jun 18, 2019 @ 1:33am 
ok
Masamune27858 Jun 19, 2019 @ 10:16pm 
under the locomotion options there is a option that makes the sticks move when touched like most games and a option for clicking in the stick to move, so you have to move stick to right and then click in to start moving right. so what im wondering is there any way to get a option like that for the other stick. it works perfectly on that. center stick action stays the same and stick move like circular action for catching slide ect will stay the same. only left right down and up will be changed. since steamvr custom bindings work with h3vr, does anywone know how to replicate that. basically exactly what that locomotion option does but for right stick actions? im decent at remapping but i dont understand it completely.
Last edited by Masamune27858; Jun 19, 2019 @ 10:16pm
Masamune27858 Jun 19, 2019 @ 10:45pm 
See payday2 has sort of defualt input menu, but h3vr has different labels like primary and secondary axis ect. The way i remapped payday was to use a analog action and set x to 1 and y to 0 vice versa till it was the correct stick direction then used that button. But idk what the command would be for stick direction plus click in. If so i could remap everything perfectly. The stick would be a dpad with left and right being the two top oculus bittons and then i could use the oculus buttons for each of the four directions. That would be raw but general idea. But i cant figure the lingo.
[RUST]Grumplestiltskin  [developer] Jun 19, 2019 @ 10:51pm 
H3 uses the new SteamVR Input system, and it's binding logic is different. What you're asking to do isn't possible. The game itself defines what is available in the binding window.
Masamune27858 Jun 19, 2019 @ 11:06pm 
oh i see, the developer makes the bindings now. when i loaded up it said my old bindings were outdated. nevermind then
Last edited by Masamune27858; Jun 19, 2019 @ 11:08pm
Masamune27858 Jun 19, 2019 @ 11:16pm 
Also i do just want to add that you said there is no way to substitute a flick for a click but your option in the locomotion options does exactly that. It gives you the option to either move by moving the stick first the clicking or by just moving the stick. It does say vive only for some reason but it works on oculus
[RUST]Grumplestiltskin  [developer] Jun 20, 2019 @ 12:25am 
The locomotion is _explicitly_ coded to allow for that switch. Like it's manually made that way. None of that code exists for held objects, and there's no 'global' way for me to add it, due to the way individual object types determine their own control schemas (which is an artifact of how the game was gradually built as a series of experiments). For me to add 'flicks', I have to go in and manually add that control branching to dozens of core object types, test, fix bugs that arise, and straight up drop features on objects that have separate behavior for things like click-drags. It's legit a tremendous amount of work, and not something I'm going to just... drop what I'm doing to try to tackle.

Please don't take this the wrong way, but I don't get why you won't just take me at my word that this isn't a trivial thing to do. I know many oculus users would prefer a flick for weapon function. Were it an easy thing to do, I would have done so already ages ago. I've gone out of my way to accommodate different preferences for things in this game over 3 years.

But in this case, the difference between 'a 2 axis input that can be arbitrarilly sent to non-zero to any point, then clicked' and 'a joystick is dragged from the center to a quadrant and NOT clicked', is actually a _huge_ difference, and there is no easy way for me to make one act like the other, given the dozens of different object control schemes in the game.
Last edited by [RUST]Grumplestiltskin; Jun 20, 2019 @ 12:29am
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Date Posted: Jun 6, 2019 @ 6:30pm
Posts: 18