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[Feature Request] [MGS2/3]: Ability to map the actions to the buttons of the controller, instead of the sets of actions. #254

Description

@PunishedFiddle

Feature Summary:

An ability to remap every action precisely using a config tool.

Is your proposal related to a problem?

So In both games if you need to remap the controls you have to swap buttons which have pre-determined set of actions. it's not a good way since It's also a trade away.

For an example, if you map first person view and "fire" on the triggers, then of course you will have an ability to put away the weapon if you reduce the pressure on RT/R2 in a PS2 way. But you won't peek and tiptoe precisely anymore, because you have to map those actions on bumpers or buttons. So If we could map peek & tiptoeing to the right stick, then we could restore the precision and this control scheme is much more convenient Imo. And of course It won't affect the inventory and weapon menus, because they will be separately assigned to L1/LB, R1/RB.

There's also similar story with Coolant Spray which was weirdly mapped on the Right Sticks bu BluePoint with no opportunity to remap it. While it could work perfectly on RT/R2.

Sniper zooming is also kinda broken and slow without the pressure sensitive buttons. If we had an ability to remap the actions directly, then the zoom functions could go to the right stick, which could control the speed of zooming precisely.

Describe the solution you'd like

A tab in the config tool which will allow to remap an every action, not just a button. Like there could be:

  1. A check box which unblocks the reassigning, like "I know what I'm doing" thing, which in the unchecked state will just make the game use the default set of controls.
  2. The whole set of configurable actions of the games with corresponding buttons, maps, key, triggers, sticks and et cetera.
  3. An ability to restore the pressure sensitive functionality for some actions. Like exempli gratia for a grenade, so you could control the cooking AND the throw distance with the pressing time AND the pressing force separately.
  4. The warning system In the case of the conflict of the assigned actions.
  5. The profile saving and an ability to swap these profiles in-game using a keyboard key.

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