Ever wanted seperate ADS, Sniper and Hipfire sensitivities? Check out this quick bind tutorial!


(KayDubz) #1

(Theres some good info here, but also take time to read through a couple tutorials on the UnrealEngine website if you need more help)

Hey all, so Ive been tinkering with some binds lately because of the limited in-game sensitivity options. Ideally I feel any FPS game should have different sensitivities for hip-fire, aiming down sights, and sniper scope. However in dirty bomb, you’re forced to have ADS and Sniper scoped sensitivity be the same.

This presents a problem for me because I need much less sensitivity when zoomed in on someone using sniper rifles vs ADS with other weapons. Personally I like to set my hipfire accordingly based on the mouse and resolution im using, then have a 1:1 ratio on the sight sensitivity scale for ADS…but prefer a 0.3:1 ratio for sight sensitivity when sniping.

So what I did was use the following binds and made edits to the ShooterInput.ini file found in C:\Users\YourNameHere\Documents\My Games\UnrealEngine3\ShooterGame\Config

ALWAYS BACK UP CONFIG FILES BEFORE EDITING

When youre in this file, youll be editing underneath the section [ShooterGame.SGPlayerInputPawn] . You can use the Find option (Crtl + F) to find this section.

Under this section you want to find the “Bindings” line for the key you wish to bind sensitivity changes to. I repeat, you look for the “Bindings” line for the behavior you want changed…not the “Default Binding” line. “Bindings” is what youre going to set in the game, and “Default Binding” is the default mapping in the game.

In my case I wanted to change the behavior Sprint so that whenever I pressed my sprint key, it would also decrease my sight sensitivity scale from 1 down to 0.3. What am I looking to do with sniper characters?

Well if I am using 15 sensitivity (hip fire), my sensitivity would still feel at 15 when aiming down sights with my side-arm until I hold sprint. When I hold sprint, I can decrease my ADS/sight sensitivity down to 0.3 to allow me to be more accurate.

So I found the Binding line for SprintAndBreath under the section [ShooterGame.SGPlayerInputPawn]. See below.

Bindings=(Name=“SprintAndBreath”,Command=“SetSprint true | OnRelease SetSprint false | SetHoldBreath true | OnRelease SetHoldBreath false”,Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Notice that you are given a name and command. This basically tells you that when you hold your mapped SprintAndBreath key, you will sprint, but when you release it, you will stop sprinting. It also says that you will hold your breath and not hold your breath when pressing or not pressing the mapped sprint key (Though in Dirty Bomb there is no breathing sway for sniping).

The rest of the info in that string of text tells you if keys like shift or alt have an affect on the bind. In our case we leave all that as false…as we wont need to change it. But more info can be found on the UnrealEngine website if you want to learn more. Moving on…

What we want to do with the above Bindings text is add or pipe in commands using the pipe key. This is your pipe key | …its the straight line you get from holding shift and pressing backslash. This is the command below that we want to pipe in.

| SetFovSensitivityScale 0.3 | onrelease SetFovSensitivityScale 1

What this command will do is change your sight sensitivity based on if youre holding your a specific key or not. In our case, the sprint key is the target. You can change 0.3 and 1 to any value you like between 0 and 1. We want to then put this string of text in the command area of the binding after the SetHoldBreath command. Remember your pipes and quotations. Itll look like this in the end.

Bindings=(Name=“SprintAndBreath”,Command=“SetSprint true | OnRelease SetSprint false | SetHoldBreath true | OnRelease SetHoldBreath false | SetFovSensitivityScale 0.3 | onrelease SetFovSensitivityScale 1”,Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Once that is saved to your ShooterInput.ini file, you now have the ability to have essentially 3 different sensitivities in game and it changes at your leisure.

Do know that you can select different keys or behaviors to bind different commands to. For example, if you want you can make it so the sensitivity changes when pressing Left Alt. ADD the following line of text to the end of the section [ShooterGame.SGPlayerInputPawn]

Bindings=(Name=“LeftAlt”,Command=“SetFovSensitivityScale 0.3 | onrelease SetFovSensitivityScale 1”,Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Make sure you don’t add this to the wrong section of your ShooterInput.ini file. If you get lost, you can search for
[ShooterGame.SGPlayerInputSpectator]. That section begins where [ShooterGame.SGPlayerInputPawn] ends.

Ill explain so everyone understands what we all just did. What we just did was add a bind that directly alters a keys function (LeftAlt in this example). With the earlier edits to the SprintAndBreath command, we were editing the sprint behavior itself. Therefore we could change the Sprint to to CapsLock key while inside the Dirty Bomb game and the sensitivity bind would on CapsLock. This is because the bind is stuck to that Sprint behavior, not a specific key.

With the LeftAlt bind that we just did, if I change the behavior LeftAlt is mapped to in my game, it will still perform the sensitivity bind…because that bind is directly attached to the key itself. So if LeftAlt was set to crouch in-game…and then I change it to walk…it will still control my sensitivity. The bind was not attached to a specific behavior like Sprint or Duck.

Hope this was informative. And please anyone can correct me if Im wrong here on anything.

PS - Always make sure to research and read instructions carefully. And again ALWAYS BACK UP YOUR CONFIG FILES.


(GatoCommodore) #2

but i like my current sensitivities…


(KayDubz) #3

Then this thread isnt for you. This thread is for players who want 3 different sensitivities instead of the usual 2 the in-game options provide. This is something that has been talked about in the past.


(Xyfurion) #4

@supergonzo Kindly refrain from using Flag Spam on something that is not spam. It does not double as a “dislike” button. Doing so is a waste of your time and moderators’ time.


(supergonzo) #5

Ok, Mr. Moderator.


(Xyfurion) #6

Ok, Mr. Moderator.[/quote]

Not a moderator. I just dislike people who Flag something as spam simply because they want to.


(supergonzo) #7

Ok, Mr. Moderator.[/quote]

Not a moderator. I just dislike people who Flag something as spam simply because they want to.[/quote]

And I just dislike people who post something simply because they want to increase their post counter.


(GatoCommodore) #8

Ok, Mr. Moderator.[/quote]

Not a moderator. I just dislike people who Flag something as spam simply because they want to.[/quote]

And I just dislike people who post something simply because they want to increase their post counter.[/quote]

oh yeah man, definetly not because im clueless about the subject!
definetly not!


(supergonzo) #9

Ok, Mr. Moderator.[/quote]

Not a moderator. I just dislike people who Flag something as spam simply because they want to.[/quote]

And I just dislike people who post something simply because they want to increase their post counter.[/quote]

oh yeah man, definetly not because im clueless about the subject!
definetly not![/quote]

+1


(KayDubz) #10

Friendly discussion bump. Would like others to chime in on any bind knowledge


(SnakekillerX) #11

I once remapped my entire keyboard with a touch of a button back in the UT99 engine in a game called Tactical Ops. I had a friend who would often come over and we’d take turns playing, but had fairly different control schemes.

So one key swapped the controls to what I liked, and another key swapped it to what he liked.

Was also fun messing with admin on my server, you could summon particles attacks/weapons multiple times by stack binding (a button that does the same command multiple times in one press). It was fun trying to break the game/crash the server… lol