Open ghost opened 7 years ago
This seems to have some overlap with my query about control customisation, at
https://github.com/KozGit/DOOM-3-BFG-VR/issues/224
That was a bit long, so I'll sum up the main points. I don't think you can currently achieve a full gaze-aiming setup, but maybe some hints from my experiences can get you closer, and reduce the number of fingers you need.
I also have just an XBox controller, and what's more I can't really turn round. So I like something like gaze-aiming too. For me it was most important for yaw to be fixed to my gaze. I almost achieved this, but only while moving. I think this is actually wrong, as suggested by KozGit on my thread:
Looks like vr_bodyToMove isn't working correctly, it's supposed to allow you either align the body to the view or move directions - I must have broken it at some point.
So in fact with my current setup, (explained in a moment), the body/aim is aligned to my view, when moving forward/back and sidestepping, and I only need to use the right stick to turn on the spot, or to aim up and down. If I want the fine control of gaze-aiming (yaw only) then I can always sidestep slightly -- which is usually no bad thing in a firefight, anyway.
I achieved this half-gaze-aiming setup from the suggestion of setting vr_deadzoneYaw to zero; I achieved that by entering
set vr_deadzoneYaw "0"
to the file
%UserProfile%\Saved Games\id Software\DOOM 3 BFG\Fully Possessed\vr_oculus.cfg
With that change, I no longer have that range of independent sideways weapon movement, before the analogue stick works. (I strongly disliked all the analogue niceness going to the weapon, and then a quick but delayed turn at the stick's extreme. My artificial turning is now fully analogue, with small deflections causing a slow turn.)
I thought perhaps, if you want full gaze-aiming, then you could also experiment with vr_deadzonePitch. But according to my experimentation, that doesn't achieve the desired effect. My hope was that, (just while you're moving, until things are fixed), gaze pitch would affect aim pitch, which is the way yaw works for me. The side-effect that aim would affect gaze, (this time regardless of whether you're moving), would probably be undesirable, but could be cured by unmapping the pitch controls.
However, with vr_deadzonePitch set to zero, I simply can't aim up and down, at all. Gaze doesn't affect aim; nor does aim affect gaze; my laser sight remains level in space, and not in my view.
I've just noticed a very pertinent KozGit comment on my thread actually:
I probably also need to add face aiming as well. Unfortunately, it may be a bit before I can take a look at the gamepad code again, sorry for the issues.
I have a DK2 and got the game working with steamvr, however with no motion controls and just an xbox controller on hand its hard to control the weapons. Is there a command or many commands for the terminal or even something in the options to mount the gun aim to my head just like the flashlight?