Is there any chance we can separate the gadget aim from the counter key? I am so sick of accidentally pulling out a gadget and aiming while trying to dodge knife and sword strikes. >_<
NVM I figured it out on mah own pretty quickly actually. xD...
If you wish to mimic, I did it by making my left alt key the aim gadget key, then set my right mouse button as strictly counters and takedowns. This did require me to modify the bminput.ini in my main BmGame\Config folder because to get this to work, I had to delete a particular line. Bindings=(Name="HoldToZoomOrCounter", Command="ReadyGadgetOrCounterPressed | OnRelease ReadyGadgetOrCounterReleased | OnRelease UnreadyGadget | Button bReadyGadgetButton | Button aTakedownButton | Button bRightTrigger") Then, I edited my BMInput.ini in my DLC\356474\Content\BMgame\config\ folder and added the following lines. .Bindings=(Name="RightMouseButton", Command="CounterPressed | OnRelease CounterReleased | Button aTakedownButton | Button bRightTrigger") .Bindings=(Name="LeftAlt", Command="ReadyGadget | OnRelease UnreadyGadget | Button bReadyGadgetButton"
I can't find BMInput.ini in my DLC\356474\Content\BMgame\config\ folder Now I can counter but cannot aim gadget lol. Edit: I have figured it out. Thanks for your instruction.
Would it be possible to do this same thing for Arkham Asylum? I'm working on a no hit run and I sometimes get screwed over in combat sections because of the doubled input between aim gadget and counter.
Did u put the file in the correct location ? Other then that it's strange that happened to u cuase so far the code worked for everyone let me know if u fixed it again make sure u put it in the right location
Hi i am glade you found it useful and i did tried to separate aim and takedown too but unfortunately the code doesn't work not sure if ever could to do it so who knows
Thank you! God bless you! Now we can put explosive gel behind of enemies easily. You know what would be an awesome game changer, getting rid of invisible walls on the game. You cant kick enemies off building ledges etc.
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Is there any chance we can separate the gadget aim from the counter key? I am so sick of accidentally pulling out a gadget and aiming while trying to dodge knife and sword strikes. >_<
NVM I figured it out on mah own pretty quickly actually. xD...If you wish to mimic, I did it by making my left alt key the aim gadget key, then set my right mouse button as strictly counters and takedowns. This did require me to modify the bminput.ini in my main BmGame\Config folder because to get this to work, I had to delete a particular line.
Bindings=(Name="HoldToZoomOrCounter", Command="ReadyGadgetOrCounterPressed | OnRelease ReadyGadgetOrCounterReleased | OnRelease UnreadyGadget | Button bReadyGadgetButton | Button aTakedownButton | Button bRightTrigger")
Then, I edited my BMInput.ini in my DLC\356474\Content\BMgame\config\ folder and added the following lines.
.Bindings=(Name="RightMouseButton", Command="CounterPressed | OnRelease CounterReleased | Button aTakedownButton | Button bRightTrigger")
.Bindings=(Name="LeftAlt", Command="ReadyGadget | OnRelease UnreadyGadget | Button bReadyGadgetButton"
This is kind of a bummer considering Arkham City and Asylum gave you the option to split the mappings right off the get go.
Now I can counter but cannot aim gadget lol.
Edit: I have figured it out. Thanks for your instruction.
Edit: apparently not
Btw, can you make a mod that separate the "aim" and "takedown/counter"?
Now we can put explosive gel behind of enemies easily.
You know what would be an awesome game changer, getting rid of invisible walls on the game. You cant kick enemies off building ledges etc.
Also after looking at your code, its so simple for the biggest problem!