Controller

Hi!! i was going to create another post but saw this one, i have this problem too, i think its because they separated the command from the jump, mantle command, and now it doesn't exist on controller commands, you can "solve it" mapping it to another button, and then mapping that button on your controller someway, and it works, but its a shitty solution, since every time you press a keyboard button instead of a native controller button it will "lag-frag" basically will skip like a frame, which feels really bad, hopefully they add this to a native command on the button mappings as well as the cancel button.
 
Put the steam_input_manifest.vdf file in this compressed package into the \game\citadel\cfg folder under your game path, then set the key set for the jump key in steaminput to a subcommand and then add the zipline to it, and it will work normally Usedcfg.zip
 
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.
 
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.
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,
uicuowu.png and the key size of the upgrade skill prompt is different from The location is wrong, and the localization of the iga file is not done well. Of course, it would be better if the controller's rocker could add several additional parameters such as "x-axis outermost ring acceleration speed, y-axis outermost ring acceleration speed, steering start time, steering start delay".
 
>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.
 
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.
 
>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.
one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade
 
one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade
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)
 
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.
Fix 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.
 
Fix 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.
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 controller

you have to guess and learn the hard way what the abilities are bound to

this made playing with xbox series x controller have a serious learning curve, made it about midway through a ranked match trying it.

i agree it made aiming and securing orbs easier, but the janky interfacing and lack of ways to upgrade abilities or bind items to active buttons made me have to switch to mouse and keyboard to not grief.
 
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like on xbox controller its

1 = A

2 = X

3 = Y

4 = B

and imo id suggest

1 = B

2 = A

3 = X

4 = Y

also i found that the way jump and dash were on bumpers took lots of getting used to and felt much less precise than with mouse and keyboard, pressing or holding right stick to melee like in super smash bros offers an optional control scheme that could be used where jump and dash could be directional inputs on right stick
 
Yeah - 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.
 
Yeah - 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.
can the equivalent of holding down select button be the default for ability upgrade select
 
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