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Lighthouse

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LightHouse0

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18 comments

  1. LucrassKelvac
    LucrassKelvac
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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"
    1. thefistoffury1
      thefistoffury1
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      Thanks! Interestingly, it didn't work for me, not sure why.

      This is kind of a bummer considering Arkham City and Asylum gave you the option to split the mappings right off the get go.
    2. Bupbi
      Bupbi
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      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.
    3. FallenDev
      FallenDev
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      I cannot get it to work for "ThumbMouseButton1". Is there another official name for that button that I shoud've used instead?
    4. nvm i fixed it
    5. MademanGamer
      MademanGamer
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      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.
  2. qauxs
    qauxs
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    cant get this to work i dropped it in the correct spot nothing changed
    1. Abdiel211
      Abdiel211
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      same idk what I'm doing wrong since I'm doing what the instructions say. 
    2. jetray01
      jetray01
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      Same. Could it be because we have another mod installed in the 356474 folder?
      Edit: apparently not
  3. Akaliah
    Akaliah
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    • 1 kudos
    /=.
  4. Endlessunset
    Endlessunset
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    • 1 kudos
    All my added BmInput.ini bindings have stopped working for no reason.... Can anyone help me out here?
    1. LightHouse0
      LightHouse0
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      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 
  5. DarkoHuy
    DarkoHuy
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    Great mods, thanks a lot! This will be so useful in predator challenges.
    Btw, can you make a mod that separate the "aim" and "takedown/counter"?
    1. LightHouse0
      LightHouse0
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      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 
  6. Terry1031
    Terry1031
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    • 3 kudos
    Thanks mate, this issue caused me to fail so many great stealth runs.
  7. mcber100
    mcber100
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    • 2 kudos
    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.
  8. Fructal
    Fructal
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    THANK YOUUUU


    Also after looking at your code, its so simple for the biggest problem!
  9. SNOWYZYN
    SNOWYZYN
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    This is great, so many times I was trying to use a gadget and then I would just trigger the Fear Takedown animation. Thank you