Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Today I learned.
I was able to make a functioning dodge-roll macro and assign it to my "back" button as follows:
Testing in-game confirmed this caused me to dodge-roll forward with no other keys pressed, or dodge-roll in the appropriate direction if pressed in combination with a movement key.
The timings aren't perfect; if I press the button again too soon after using it, I come out of the roll into a crouch... but pressing it again seems to fix it, so I'll call this "a good start" on a functional macro.
As an aside, I suspect the "Delay 30ms" after the second "LCtrl Press" could be shorter, and possibly the "Delay 20ms" between the final press and release of LCtrl as well... but it makes me feel icky to use a macro (no judgement on you, it's totally my hangup), so I'll leave the fine-tuning in your hands.
Personally, I use movement and parrying, rather than holding block, so the method described above doesn't work for me. It makes dodging feel... clunky... because I'm not already holding right-click; I'm concentrating on the proper block timing to parry the blows, and holding block constantly means you're moving much less quickly. To get to the point: I understand completely why one might wish to use a macro to press a 3-key combination that should be a single button.
For example, many games use "double-tap a movement key" to dodge... or for that matter, ALT is unused; why not bind the "dodge" action to that?
Then again, keybinds in Unity are a real chore on the developer side, last I checked (although it's been a few years since I touched that engine)... perhaps it was simply too painful to implement on a "modifier" key?
That sounds like you're using block instead of crouch, and your timings need some tweaking; remember to leave enough time between press and release for the OS and game engine to recognize that an input event has occurred. With a little patience and a lot of testing, I bet you'll get the kinks worked out. Good luck!