scarborough.melissa
New member
Unable to use zipline with controller since update
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having the same issue.... though i don't know if it ever worked. first time playing todayUnable to use zipline with controller since update
Controllers have came a long way. Gyro controllers could legitimately be competitive against mouse and keyboard even without aim assist.Controller in a game like this...
It's soul secures I'm worried about. Unpredictable, fine aim adjusts.Controllers have came a long way. Gyro controllers could legitimately be competitive against mouse and keyboard even without aim assist.
I can only speak for myself but I'm doing better securing souls on gyro than I am on mouse.It's soul secures I'm worried about. Unpredictable, fine aim adjusts.
You're a god.I can only speak for myself but I'm doing better securing souls on gyro than I am on mouse.
No, this has been added to the game's iga file. The current problems with the controller include the wrong set of operations activated when opening the game and entering the main menu for the first time, the console ui of citadel_hero_testing_enable true cannot be displayed,Zipline _should_ be available as a command. Double bind it onto your jump button.
After some other changes come through we'll come out with better default configs.
one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade>The current problems with the controller include the wrong set of operations activated when opening the game and entering the main menu for the first time
Fix is in the pipe for this.
I'll look into the scoreboard issue asap.
There is currently no bind for upgrading abilities on controller directly but you can do it by just holding the Scoreboard and the using an ability. That's how I've been doing it for the most part. (You can also click on the abilities to upgrade them if you have free cursor)one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade
Fix is also in the pipe for that.Going to add on to this. There is currently no steam input for Fly Up/Down so characters like Vindicta and Grey Talon are not really playable atm.
also another minor nitpick is that the keybinds on abilities and items do not reflect the swap to controller and while i guess the mouse cursor is temporary it is very hard to control with controllerFix is also in the pipe for that.
My goal is to get you parity with the KBM binds that have already shipped.
After that, some "grouped" Actions so that you don't have to bind eleventy billion actions to "A". These will be used in our Official Config, but we still want to give power users the ability to remix any way they like.
>one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade
Yep, on the way, as with the above.
>There is currently no bind for upgrading abilities on controller directly but you can do it by just holding the Scoreboard and the using an ability. That's how I've been doing it for the most part. (You can also click on the abilities to upgrade them if you have free cursor)
Cool. You'll still be able to do it this way. The UpgradeAbility# binds will just give direct access.
can the equivalent of holding down select button be the default for ability upgrade selectYeah - a lot of the controller layout options are going to come down to preference (and thankfully with steam input, you're free to bind to your hearts' content). I'm not looking to update our default configs until a lot of other supporting elements are in place. When I do, I'll be leaning heavily into established standards so that it's an easier transition for players of popular console shooters.
As far as menu play goes: Gyro players are getting on pretty well with cursor control.
We are looking into digital navigation on menus, and probably more shortcut buttons on the menus, but if you're stuck with an XBox controller, tuning your joystick options in Menu Mode in the controller configurator screen is the best bet.