Garry's Mod

Garry's Mod

VRMod - Experimental Virtual Reality
Map Jan 25, 2020 @ 12:22am
Is there a reason for the weird default controls? (Oculus)
Before the update that made the vehicle weapons work, I thought it frustratingly weird that the action primaryfire was the same button as vehicle reverse. If you can separate the action of moving forward in a vehicle and walking around, why not separate all the actions of vehicles like reversing and braking?

Now after the update, I was pleased that reverse was moved to the spawnmenu button, but had to deal with remembering not to hold the button all the way when firing a vehicle weapon or else I exit it. As well as reload also mapped to sprint, What gives? I know there even less buttons on an oculus touch than a gamepad, but I should be able to map whatever I want without weird dual actions.

Ideally, all actions such as entering and leaving vehicles, as well as handling other specific things like mounted guns or climbing ladders if we don't emulate a keyboard (But we should have the option of doing so so that it is compatible with most addons. I'd kill to ride a WAC aircraft in VR)
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Showing 1-4 of 4 comments
Catse  [developer] Jan 25, 2020 @ 2:04am 
The controls are not final, they were quickly thrown together and will be improved in the future.

For example the vehicle reverse double action is temporary, it was added before the mod had support for steamvr input action sets which allows for properly separated control schemes for different situations such as driving, and I haven't gotten around to updating it to use the new system yet.

The weird pressing the trigger a bit vs all the way controls are because the binds for Oculus were just quickly ported from the Vive controls where the trigger has a separate click at the end where it makes a bit more sense.

I'm currently planning to redo the weapon selection system first to simplify it and have it not use the joystick/trackpad which will allow it to be bound more flexibly, and overhaul the default controls after that.
Last edited by Catse; Jan 25, 2020 @ 3:02am
Brzi Joe Jan 26, 2020 @ 5:15am 
Hello Catse, I like your mod a lot. Except keybindings, they are not ok. I.e. "use" may not be same as "shoot". I wish we had some freedom to bind our own keys.
Currently we can not use for that "Steamvr controller settings", as Garry´s mod (and vr mod) is not listed in native vr games.. And in "Advanced controll settings" we can just change keys, but not sections (not possible to have different trigger on middle zone, up, right, left and down).
I am willing to help you to make fine layout for HL2 and 1, if you want.
Take care, and please go further with your work! Congrats!
Brzi Joe Jan 26, 2020 @ 12:27pm 
EDIT: I undo what I said before :) You may change layout in Steamvr, but first you must start garrys mod and vr, then it will be visible in settings. The sky is the limit :)
Mystic Monkey Jan 28, 2020 @ 10:52am 
As an Oculus Rift player, I would prefer it something like this...

Weapons select: B and Y buttons- I know B is currently assigned for GMod menu in which case perhaps some menu functions are best left to the keyboard. That or reassigned to A or X. The menu remains open for the duration the button is held and the weapon is selected by highlighting and letting go of the button.

The Y button as a weapon select allows you to use a weapon for the left hand. This is for left-handed users.
If you want to implement dual wielding in the future that's fine but I figure attempting to put a weapon in the both hands will holster the weapon in the other hand.

Holster- Simply pressing B or Y than pressing it down would allow you to switch from selected weapon to Empty Hands. This is in case the player needs both hands free or to quickly draw a gun when needed.

Trigger for Primary Fire and Grip for Secondary Fire- Self explanatory really.

Right trigger no longer "Use" button- It's just confusing. Especially when activating objects by shooting at them. It's kind of a distraction and waste of ammo when you just want to press a button or open a door.

"Empty Hand" with weapon scripts- The trigger button could be for "Use" while the grip button is still for picking up and examining objects.
This is why I recommend the above suggestion. You're not going to be picking up or activating things with a gun in your hand. Empty Hand should be for interactive things and the Holster suggestion will allow players to quickly put their weapon away if they need both hands to examine something or to quickly draw their weapon if they're under attack.

Instead of a "Crouch" button... it just be nice if I myself physically squat down and the game just accept it as crouching. I can't play more dated maps that have air-ducts or smaller places that require crouching. Practically sitting down on the floor and it still won't let me through these areas.

If gameplay was like this then hell I would be eager playing Half Life 2 all over again if I could experience it like this.
Last edited by Mystic Monkey; Jan 28, 2020 @ 6:47pm
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