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Compatibility:
Classic (1.15.2)
Plunderstorm (10.2.6)
WOTLK Patch (3.4.3)
Updated:04-17-24 03:05 PM
Created:03-10-15 07:00 PM
Downloads:41,935
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Categories:Beta-version AddOns, Action Bar Mods, Combat Mods, Graphic UI Mods, Unit Mods
10.2.6

ConsolePort  Popular! (More than 5000 hits)

Version: 2.7.32
by: MunkDev [More]

ConsolePort
Game Controller Addon

Resources
ConsolePort will give you a handful of nifty features in order to let you play the game on a controller - without inconvenience. There are a lot of tutorials and videos on how to set up your controller for World of Warcraft, but the most game-breaking part about all of them is how they in no way contribute to an easy game experience. Instead of resorting to macros and gimmicks to make the setup viable, this addon fundamentally changes how the game works.

Using the addon, you should be able to effortlessly do the same tasks with a controller as you would with a mouse and keyboard. On top of this, it will NOT interfere with your normal keyboard and mouse setup, leaving you to choose which way you want to play the game without having to rebind and reconfigure every time you change peripherals.

Using the addon

Camera and mouse control

Mouse look is a feature within the game where you lock your mouse cursor in order to control the camera in 3D-space. This state is usually triggered by holding down the right mouse button. ConsolePort utilizes this feature to a great extent to keep you from having to hold down a button on the controller in order to control your character and camera. You can seamlessly use the mouse cursor when necessary, but keep it locked otherwise.

Toggles OFF automatically when:
  1. Casting mouse spells (Trap Launcher, Ring of Frost, Heroic Leap, etc.)
  2. Picking up spells, items, macros, glyphs, etc.
  3. Using R3 or right clicking.
  4. "Interact with mouseover" is triggered.

Toggles ON automatically when:
  1. Changing targets.
  2. Placing the mouse cursor on your character.
  3. Interacting with NPCs.
  4. Looting.

Mouse behaviour can be customized in the interface options to suit your own playstyle. By keeping the mouse cursor centered on screen, it's easy to pick up items, loot mobs and target things in melee range.

Virtual cursor

The virtual cursor is a replacement for the mouse when using the interface. It snaps to clickable and interactive objects across the interface. It is controlled by the D-pad for moving and the right-hand buttons to left and right click. It can be customized to your own liking, and with a bit of know-how, you can integrate other addons to work with the cursor.
Default setup:
  • Circle or B - left click
  • Square or X - right click


Custom binding manager

ConsolePort uses its own binding system, which can be found by clicking Controller on the game menu. With 15 buttons dedicated to bindings with 4 combinations each, you have a total of 60 possible bindings. You can expand the amount further by using action pages.

Console Port
2.7.32 (2024-04-17)
Full Changelog Previous Releases
  • Fix config TOC version
Archived Files (99)
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2.7.31
18MB
MunkDev
04-06-24 03:19 AM
2.7.30
18MB
MunkDev
03-21-24 12:30 AM
2.7.29
18MB
MunkDev
03-20-24 01:10 AM
2.7.28
18MB
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03-19-24 03:21 PM
2.7.27
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02-06-24 02:26 PM
2.7.26
18MB
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02-06-24 01:45 PM
2.7.25
18MB
MunkDev
01-28-24 01:47 AM
2.7.24
18MB
MunkDev
01-27-24 08:49 AM
2.7.23
18MB
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2.7.22
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01-17-24 11:10 AM
2.7.21
18MB
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2.7.20
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2.7.19
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2.7.18
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2.7.17
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01-06-24 09:09 AM
2.7.16
18MB
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01-05-24 06:45 AM
2.7.14
18MB
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01-04-24 06:46 AM
2.7.13
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12-30-23 03:07 PM
2.7.12
18MB
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12-27-23 04:16 AM
2.7.11
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12-12-23 01:50 PM
2.7.10
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2.7.9
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2.7.8
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11-27-23 03:32 AM
2.7.7
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2.7.6
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2.7.5
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2.7.4
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2.7.3
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11-09-23 03:41 AM
2.7.2
18MB
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10-23-23 09:16 AM
2.7.1
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2.7.0
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10-22-23 06:55 AM
2.6.20
18MB
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2.6.19
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2.6.18
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2.6.17
18MB
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09-15-23 03:56 AM
2.6.16
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09-06-23 07:20 AM
2.6.15
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2.6.14
18MB
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08-26-23 06:31 AM
2.6.13
18MB
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07-22-23 07:11 AM
2.6.12
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07-13-23 06:14 AM
2.6.11
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07-12-23 12:34 AM
2.6.10
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07-10-23 05:39 AM
2.6.9
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07-04-23 05:30 AM
2.6.8-B
18MB
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06-30-23 09:28 AM
2.6.8
18MB
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06-30-23 09:10 AM
2.6.7
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05-29-23 12:16 PM
2.6.6
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05-20-23 08:50 AM
2.6.5
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05-14-23 06:17 AM
2.6.4
14MB
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2.6.3
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2.6.2
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2.6.1
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2.5.29
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2.5.28
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2.5.27
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2.5.26
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2.5.25
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2.5.24
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2.5.23
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2.5.22
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2.5.21
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2.5.20
14MB
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2.5.19
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01-25-23 01:55 AM
2.5.18
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01-23-23 02:24 AM
2.5.17
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2.5.16
14MB
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01-20-23 08:38 AM
2.5.15
14MB
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01-17-23 06:50 PM
2.5.14
14MB
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01-14-23 04:39 AM
2.5.13
14MB
MunkDev
11-27-22 11:04 AM
2.5.12
14MB
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2.5.11
14MB
MunkDev
11-12-22 10:38 AM
2.5.10
14MB
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2.5.9
14MB
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2.5.8
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2.5.7
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2.5.6
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2.5.5
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2.5.4
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2.5.3
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2.5.2
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2.3.2
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2.3.1
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2.2.3
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2.2.2
17MB
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2.2.1
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Post A Reply Comment Options
Unread 11-19-15, 02:32 PM  
MunkDev
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Re: Re: Re: Re: Re: Re: Re: Walking with the left stick

Originally Posted by Concrete
Now I can strafe, walk forwards and back AND can move my mouse. Walking diagonally works just as fine now, I simply told Joytokey to press w and a together. YAY! Leveling on the couch, here I come
I hope it works well enough that you don't feel restrained using those settings. If you ever were to get a new controller, you should get a DS4, since they are MUCH better than Xbox 360 controllers.
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Unread 11-19-15, 02:05 PM  
b6i6o6
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I would like to try something. Would it be possible to disable mouse look altogether ? I'd like to disable the strafe for left and right, and have the mouse at all time, controlled by the left stick, unless I press it, in which case I'd control the camera, just like the mouse does. In short, it would be more similar to how it feels with a mouse than on a real console. I don't know if it would be better, I'd just like to try it.

To be honest, the main issue I am trying to solve here is that I never know where my mouse is when I want to click on something. If I never loose control of it, I'll know where it is.
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Unread 11-18-15, 11:45 AM  
Concrete
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Re: Re: Re: Re: Re: Re: Walking with the left stick

I've got a solution. It's not 100% perfect, but it works.

First, in the options of the config file, set it so that the diagonal buttons are configured as seperate buttons.

https://imgur.com/rIY6qBt

That now won't let me walk forwards and to the left or right at the same time, but also actually lets me walk forward at all.

What changed as well is unfortunately the mouse. To get rid of that problem (no diagonal inputs, so very strange mouse behaviour, as it only moves along the x and y axis seperately), I've configured the diagonal inputs as well.

http://imgur.com/6yqowcP

Now I can strafe, walk forwards and back AND can move my mouse. Walking diagonally works just as fine now, I simply told Joytokey to press w and a together. YAY! Leveling on the couch, here I come
Last edited by Concrete : 11-18-15 at 01:16 PM.
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Unread 11-17-15, 06:04 PM  
MunkDev
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Re: Re: Re: Re: Re: Walking with the left stick

Originally Posted by Concrete
oh, and no individual registring happening. Is there any way to set a priority in Joytokey, so: If "w" and "a" or "d" (percentage) are pressed together, use "w" unless "a" or "d" percentage is higher? (it's late, I'm struggling with words. Off to bed for now... )
I understand what you mean. It's possible you could fiddle with the settings in JoyToKey, but to my knowledge, this should already be happening. The deadzone for the left stick determines whether it should output or not, and by moving the stick up and not too far to either the left or right should trigger W separately. I'm not sure if your controller is broken or if the profile is somehow incompatible with your controller.
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Unread 11-17-15, 05:23 PM  
Concrete
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Re: Re: Re: Re: Walking with the left stick

They register together...



and once again the link in case the img doesn't work:

https://imgur.com/a/4jNfx

Oh well, I'll borrow my mate's controller this weekend. If that works, guess I need a new controller

Thanks anyways

oh, and no individual registring happening. Is there any way to set a priority in Joytokey, so: If "w" and "a" or "d" (percentage) are pressed together, use "w" unless "a" or "d" percentage is higher? (it's late, I'm struggling with words. Off to bed for now... )
Last edited by Concrete : 11-17-15 at 05:26 PM.
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Unread 11-17-15, 05:14 PM  
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Re: Re: Re: Walking with the left stick

Originally Posted by Concrete
The diagonally placed ones work fine, can't select the other ones. So controller issue?

Let's see whether I can get the GIF in here somehow...



Can't see the GIF, let's just put the link here... https://imgur.com/8My2yaQ
Weird. Unfortunately I don't have an Xbox controller anymore, but I think you can check if something is wrong with the profile too, just to rule out any software issues.
If you open JoyToKey, at the very top of the list you have the left stick inputs. Check if they register individually and together.

The input will be highlighted in yellow when it's being triggered:
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Unread 11-17-15, 04:05 PM  
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Re: Re: Walking with the left stick

Originally Posted by MunkDev
I think we can determine if it is your controller that's causing the problem by using the ConsolePort keyboard. Open the chat when you have the keyboard addon active and try to rotate your left stick. You should be able to highlight each of the 8 circles by doing a slow circular motion with the stick. Specifically, you should pay attention to the diagonally placed circles, since they are triggered when you combine movement keys.
The diagonally placed ones work fine, can't select the other ones. So controller issue?

Let's see whether I can get the GIF in here somehow...



Can't see the GIF, let's just put the link here... https://imgur.com/8My2yaQ
Last edited by Concrete : 11-17-15 at 04:11 PM.
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Unread 11-17-15, 02:27 PM  
MunkDev
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Re: Walking with the left stick

Glad you appreciate the addon!

Originally Posted by Concrete
I've read one of the posts about that problem, but it looked to me as if the solution for that was to bind the keys in WoW correctly. I've done so, but still can't really use strafe while also being able to walk in a straight line.
This is no longer necessary. WASD and arrow keys are automatically bound to walking and strafing since version 0.8.5. I think something else is causing your issue.

Originally Posted by Concrete
I'm using an XBOX 360 controller, running the English Version of WoW on Win 10, and everything else works brilliantly. I've even bought the license for Joytokey, just to make sure it wasn't a problem with the
freeware. Might my controller be busted?
I think we can determine if it is your controller that's causing the problem by using the ConsolePort keyboard. Open the chat when you have the keyboard addon active and try to rotate your left stick. You should be able to highlight each of the 8 circles by doing a slow circular motion with the stick. Specifically, you should pay attention to the diagonally placed circles, since they are triggered when you combine movement keys.
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Unread 11-17-15, 11:41 AM  
Concrete
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Walking with the left stick

Hi!

First, I'd like to say: You're a genious!

Then: One problem. I can either walk forwards and backwards, or left and right. (Actually, if I leave the profile as you intended it, I can strafe easily, but have to be very very careful with the stick to walk forwards. Disabling A and D in the config let's me walk forwards and backwards)

I've read one of the posts about that problem, but it looked to me as if the solution for that was to bind the keys in WoW correctly. I've done so, but still can't really use strafe while also being able to walk in a straight line.

I'm using an XBOX 360 controller, running the English Version of WoW on Win 10, and everything else works brilliantly. I've even bought the license for Joytokey, just to make sure it wasn't a problem with the
freeware. Might my controller be busted?

Thanks a lot again
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Unread 11-15-15, 08:52 AM  
b6i6o6
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I currently don't have to refrain at all, since I can play most content while never exiting Cat Form (except for the occasional hard casted healing touch), it's when Legion will come out that Druids will switch forms more often due to the new Affinity talents.

Thank you for considering my case and ideas though, keep up the good work !
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Unread 11-15-15, 08:40 AM  
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Originally Posted by b6i6o6
Something that I don't understand though, is what you said about the static bindings. You said something like we could go from a custom bar addon to a standard one and still retain the bindings because it binds to the static binding. (Maybe it doesn't make any sense because I don't recall the sentence exactly, sorry !)
Something to that effect, yes. This is assuming said action bar addon actually uses the traditional action and actionpage attributes associated with secure buttons. See, the new binding and texture system works by actually not even remotely caring about the button itself. If the addon identifies the button as an action button, it will check its action ID and match it to a list of static bindings. If you try to bind ActionButton1 or BT4Button1, it will result in the same binding, because it's the action ID that matters - not the button itself.

Textures are applied to the buttons by recursively scanning the environment for action buttons with the corresponding ID, which means that it will find Bartender buttons, Blizzard buttons and even vehicle buttons without hard-coding for any specific circumstance. It all just works - assuming the buttons use action attributes.

I haven't used ButtonForge, but I'm assuming that it uses an override system to securely replace your bindings when a stance change happens. This is essentially the only way to make your keybinding do one thing at first and then do something else while still in combat. The standard way of an action button is to change the spell within, but not the keybinding to the button itself. So to answer your question...
Originally Posted by b6i6o6
So if I understand correctly, this new static binding feature won't help me as long as I use ButtonForge, right ? =/
No, I'm afraid it won't. But you mention something else that I find interesting, and that I think has more than one potential application:
Originally Posted by b6i6o6
Maybe switching profiles based on a conditional modifiers is the easiest solution to implement ?
Dynamically changing controller profiles is something that I can say for sure is very possible. Ideally, I would like to create a system that is highly customizable, where you can pick specific events when a change should occur, such as swapping when you enter a stance/form or joining a raid group as a healer or tank. You should probably also be able to use several profiles on each character, instead of being allowed only one profile, as the current version does it.

Overall, I think your best bet at the moment is refraining from using ButtonForge alongside ConsolePort, until the whole profile system is fleshed out. I have some upcoming ideas for dynamic binding management and if that system works out, it's not that far fetched to implement profile swapping too. Can't give you any timeframe on when this will all be in place, but I think it's the next step to a complete solution, since right now you can't really use ConsolePort as a healer. I might be able to kill two birds with one stone, in due time.
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Unread 11-15-15, 06:18 AM  
b6i6o6
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Hello,

I really love the new flip modifiers and binding system ! Now I can have L2 as Shift but still do L1+X to target nearest enemy, and have L1+Opt, L2+Opt, L1+L2+Opt as the Stance Bar for shapeshifting, thank you !

Something that I don't understand though, is what you said about the static bindings. You said something like we could go from a custom bar addon to a standard one and still retain the bindings because it binds to the static binding. (Maybe it doesn't make any sense because I don't recall the sentence exactly, sorry !)

The problem I am facing is that I have to reapply the configuration on every one of my character. I use ButtonForge as a bar addon, which lets me create multiple bars and so on. I always have the same setup on all my characters regarding which keybind is bound to which ability on the bar etc. If I understand correctly how it works, you bind the button to "BartenderActionButton1" which is basically the same as "ActionButton1". However, with ButtonForge, this may be "ButtonForgeActionButton 147" if I have a lot of bars that are not currently displayed (because of specs or current shapeshifting form etc), and it has nothing to do with the real Blizzard action bars at all. So if I understand correctly, this new static binding feature won't help me as long as I use ButtonForge, right ? =/

Actually, what I'd like (but it's like the opposite of what you are currently doing, I think) is to set a static keyboard counterpart to the gamepad bindings. Like L1+L2+Square is always Shift+E in my setup, regardless of the character. I guess I could do that with a more advanced gamepad to keyboard input software, but then I wouldn't have the nice gamepad input bindings icons that you add to the action bars, and I would then have to remember myself that L1+L2+Square is Shift+E, while currently it is displayed on the icon of the action bar. I realize what I'd like is very far-fetched and probably not something a lot of people would want, but I'd still like your thought on the subject... :-)

That being said, I won't be able to play a Druid in Legion with ButtonForge and without that feature. The reason is that while I am in Cat Form, there is one button forge bar that is displayed, and it is bound with ConsolePort. Then I change form to go Moonkin because we need a lot of ranged damage in this phase. The way ButtonForge works with Druid forms is that you set up multiple bars, and only some of them are displayed in a given form. So, in Bear forms, I have a totally different action bar showing, but the ConsolePort binds are still targetting "ButtonForgeActionButton 127" which is one of the button on the Cat Form bar, which is not even displayed anymore. Do you understand what I mean ? (It's a bit hard to grasp if you never used ButtonForge as a Druid.)

I think this may be a limitation of how ButtonForge works. I actually already need to bind the Moonkin Form and the Cat Form action bars so each action button at a given position on both bar have the same binding, so it seems logical that I would have to rebind the gamepad bindings too. Unfortunately that's not possible at all, even if I was willing to rebind all the 36 binds of the other form action bars, ConsolePort profiles can't be changed dynamically, right ?

Maybe switching profiles based on a conditional modifiers is the easiest solution to implement ? It's the way ButtonForge works currently, so I have a bar which display is controlled by "[stance:3] show; hide" and another which obeys "[stance:5] show; hide". This would solve my issue with the Druid forms (while requiring me to bind 2 x 36 action buttons), but it wouldn't solve the multiple characters issue, though...

Sorry for the long post,
Thank you for all the work so far !
David
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Unread 11-14-15, 05:39 PM  
MunkDev
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Originally Posted by Coldnight
Well, because you can bind the grips to any button it might be a modifier button (very much like ctrl-shift). Or whatever you like. You can use shiftmodes too, where you activate a different behaviour on some buttons while pressing them. For example: Grips changes shoulders behaviour or viceversa.
I feel like switching to a completely different set inside the Steam config is unnecessary. Would rather add that functionality in game so the interface can be responsive.

Originally Posted by Coldnight
Also, I'm using the stick. I feel like it's more comfortable. But I see people using the left touchpad better because you can bind "zones", like having the center of the pad on Dead-Zone, a ring around it being "walk" zone and the outter ring being "sprint" zone, simulating a total analogic movement.
Good to know. Since the game doesn't have separate movement functions for walking and running, partly tilted sticks or several trigger zones on the touchpad would not work in WoW.

Could you perhaps print out the config you're currently using somehow? Config files and screenshots would be nice.
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Last edited by MunkDev : 11-14-15 at 05:40 PM.
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Unread 11-14-15, 04:23 PM  
Coldnight
A Kobold Labourer

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Originally Posted by MunkDev
Since the grips can be used as buttons, too, how many inputs does that equate to? Also, are you using the left touchpad or stick to move?
Well, because you can bind the grips to any button it might be a modifier button (very much like ctrl-shift). Or whatever you like. You can use shiftmodes too, where you activate a different behaviour on some buttons while pressing them. For example: Grips changes shoulders behaviour or viceversa.

The SController is really configurable. They even push up new updates to make it better. It's just too much to explain.
You might like to check out their KB https://support.steampowered.com/kb_...2754-YPKV-8614 It's not too much but it's as much as we have.

Also, I'm using the stick. I feel like it's more comfortable. But I see people using the left touchpad better because you can bind "zones", like having the center of the pad on Dead-Zone, a ring around it being "walk" zone and the outter ring being "sprint" zone, simulating a total analogic movement.
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Unread 11-14-15, 01:01 PM  
MunkDev
A Scalebane Royal Guard
 
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Originally Posted by Coldnight
I'm actually using the triggers to activate CTRL and SHIFT like you suggested, but only "half of it". You can configure the triggers so you can "click" before you actually "click". I mean: The controller emulates a click in the middle of the trigger, but if you keep pushing you wil eventually get to the "real" click. Both things could be 2 buttons (or more if you activate shift-modes) It's hard to explain, but it works really well and it's really comfortable.

Personally I would only use the LB-RB like simple buttons, maybe to switch between tab-targets... I dunno.

I think having most of the configuration on the steam .vdf config file and only using part of the addon to supply some feedback (camera movement, button icons hotbars...) would be more than enough for me.
Since the grips can be used as buttons, too, how many inputs does that equate to? Also, are you using the left touchpad or stick to move?
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Last edited by MunkDev : 11-14-15 at 02:04 PM.
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