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Problem creating recoil macro for controller

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  • Problem creating recoil macro for controller

    Hi, I've created a "hold until release" macro (see image below) and assigned it to the RT button of my xbox controller, but none of the controller inputs in the macro seem to work, while the mouse buttons do. Please let me know if I'm missing something. Thanks!
    Click image for larger version

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  • #2
    Hi!

    Confirm that reWASD properly detects your Xbox controller in the device list. If it isn't detected, replug the controller and ensure that the reWASD configuration is applied.
    Additionally, use Device Detection Mode in reWASD to locate your controller. Right-click on the detected device and reinitialize it as a controller.
    If needed, first perform a "Clear Data" action by navigating to Preferences > General and clicking the "Clear Data" button.​

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    • #3
      Hi kapas, thanks for your suggestions, I tried one by one all of them, but the problem persist.

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      • #4
        Apply the config and test the result at [Gamepad Tester] site. If pressing [RT] won't affect the right stick in any way, attach the config file you are using. You can find the file by right-clicking its name in reWASD and selecting [Open file location] option.

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        • #5
          Hi, thanks for your response.

          I can't make the gamepad tester work, whatever key I press it keeps showing "Connect your gamepad and press buttons to begin...", while certain controls i.e. move the mouse or do right click.

          I attach my config that is based on another one that I did download some time ago.

          Attached Files

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          • #6
            I have checked your config, and everything works as expected.

            To test it on Gamepad Tester, first, make sure that the website recognizes your controller. Then, apply your config in reWASD and check if everything functions correctly.

            Alternatively, you can use the Virtual Controller Tester inside reWASD. After activating your config, press LCntrl + LShift + F12 (default shortcut) to open the overlay and verify that all inputs are working properly.

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            • #7
              Ok thanks for all this information, I've managed to make the Gamepad tester work by turning the remap off, then reloading the site, and then activating rewasd again. The RT indeed moves the right joystick down as expected in the site graphic, but the mouse pointer doesn't move, instead when I manually point the right joystick down, the mouse pointer moves down. Not sure if this is relevant. Also I checked with Virtual Controller Tester, that also detects the down movement using RT but doesn't detect the manual action on the right joystick (the mouse pointer moves instead). I can't verify the rest of buttons with the remap activated because they are mapped to keys, but without the remap all seems ok.

              Once in game, the result is that the remap doesn't work as expected, I opened the Virtual Controller Tester, and it IS detecting the joystick movement when pressing RT, but the action is not reflected in game. I realized that in fact, when manually activating the right joystick, the movement is not reflected in the tester, probably because the joystick is mapped to the mouse. So, could it be that the joystick movement is not translated to a mouse movement when setup in the macro?

              Thanks for your support, cheers.

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              • #8
                Your current setup has the Right Stick mapped to Mouse movement in the Main layer, which is why the game isn't detecting its movement properly.

                To fix this:
                1. Remove the “Right Stick to Mouse” mapping from your main layer.
                2. If you still need the stick to act as a mouse in certain cases, set it up in a Shift Layer instead. This way, the Right Stick will work as a normal gamepad by default but can function as a mouse when you activate the Shift.

                Try this setup and let us know if it helps!

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                • #9
                  I need that the stick always function as a mouse because I'm using the mapping to play a game with no controller support, using a controller (so I can't count on the game detecting the stick movement I guess). Instead, I would like to rely on rewasd understanding that when I instruct a macro to push the stick backwards, in fact it means (according to the applied mapping) that the mouse should be moved backwards. I'll try to experiment using the shift layers anyway, just in case I'm missing something.

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                  • #10
                    ReWASD doesn't have the ability to add mouse movement by coordinates or via combo yet. But that's in our plans for the future.

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                    • #11
                      That sounds great to have even more flexibility I guess, but I wonder why It can't work as it is now, because as I understand rewasd is already translating right stick to mouse, so the combo should use this translation instead of the physical action, because at the end of the day is what we did choose the stick to do when we did remap, isn't it?

                      Thanks for all your inputs guys, cheers.

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                      • #12
                        ReWASD translates the stick to mouse movement in real time, but combos record direct stick inputs, not their remapped effects. That’s why a combo won’t move the mouse as expected.​

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