emoose / xenia

Non-maintained mousehook/stfs & other hacks branch, check https://github.com/marinesciencedude/xenia-canary-mousehook for more up-to-date version.

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Theres no bind for Shift key

LV99VIVI opened this issue · comments

how is control in but not shift? also i think alt isnt in either

Alt should hopefully be bindable fine in v1.12 now, shift could probably be added too, but atm it's needed to allow moving RS in games that detect RS separately to camera (like ODST asks you to move camera with RS to proceed, but won't detect camera being moved with mouse, so RS is needed for that part).

Maybe I could find a different key to use for that, or just add key binds for RS in the Halo games instead maybe... not sure yet.

I would like to second having shift be bindable, if a workaround can be found

If anything, the camera movement shortcut should be a far less used key IMO. Alt would probably be a better pick for games like ODST. For most people, your finger is ALWAYS resting on the Shift key, so it probably should be available for something much more important.

I would actually suggest that Shift be something like a LS modifier for games without run buttons, like GoldenEye, by default, so holding it causes you to walk more slowly. Best case scenario both an LS Modifier and Camera Control could be bindable functions so you could assign them to whatever you want.

v1.13 now uses right-shift for RS-control instead, and allows shift/lshift to be customised in the bindings.ini.

I like @Millennium-Eagle's idea of a modifier button though, but not sure what the best way to work that in with the current system is yet, hopefully can figure something out for it soon.

E: v1.13.2 now adds a new 'Modifier' button that can be bound to any key, the effect of this button depends on the game, by default it'll swap LS movement over to RS, for handling the RS stuff mentioned above, but GoldenEye/PD use a different modifier that halves the movement speed, letting the button act as a 'walk' button.

Maybe I can expand this later so that multiple modifiers can be defined, so we could have both camera control & movement changes in all games...