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@EA_David That's what I usually do with my pad, but I'll be extra careful in the future on that detail.
The weird thing for me is that the game swaps back to the KBM UI, but I'm still stuck with being unable to do anything but walking/looking around with KBM.
The same thing happened for me when I played the beta, with the extra bonus of the controller having the same issues (just being able to walk). I have not tried using the controller when I've run into these errors in the full game, I just unplugged the controller instead.
Just a small update here:
Tried the advice from both of you, unfortunately I'm still stuck with this awkward restricted movement when my controller is plugged in. Oh well, the controller works absolutely great for Figther Squadron... :/
- Anonymous10 years ago@ML_916 As silly as this sounds I don't mean it to insult you but have you checked key bindings?
- Anonymous10 years ago
in fact, i've try all the key on the controler but it doesn't work
- Anonymous10 years ago
what are key bindings
- 10 years ago
@nobbyallsortsWell, all the controller inputs are put on a separate tab in the keybinding menues from keyboard/mouse and the only thing I've changed is adding some melee and starcard 1 activation on mouse buttons.
I did however find an interesting bug with the controller itself while doing some experimenting with a debugging program for Xbox controllers:
Inputs from all buttons register as signals ranging from 0-1. The standard buttons like A,B,X,Y, RB, LB give completely digital signals, 0 or 1, active or not.
Since the triggers are analog inputs register anywhere between 0 (not pressed) to 1 (fully pressed). Even while my right trigger wasn't pressed it registered as a 0.0023... ish active signal, as if the trigger was always slightly pressed. I guess this slight input from the controller gets registered by the game and gets the game stuck in switching between kb/m and controller modes. Anyone got a way to bypass this that does not involve buying a new controller?
Maybe DICE could put the treshold for registering trigger inputs at a slightly higher value so that the game doesn't keep doing this?
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