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R1 triggers “Fire Weapon” in helicopters even though it is not assigned (PS5/XBOX)
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Description

Please provide the following when creating the Ticket:

Game Version number: 1.4.0.45
Modded?: Yes
If modded, please list the mods:
DarkGru Core
DarkGru AH-1Z Viper
Zeliks Charakter
Bacon Surpressor
RIS Laser Attachments
BGONE
Nights Vision Systems

Issue Description:

I’ve encountered a serious issue with helicopter controls on console (PS5), which I primarily tested with the AH-1Z Viper. The problem also occurs with other modded helicopters, such as the Littlebird and Apache.

The issue is that pressing R1 fires the weapon, even though in the control settings under the WCS (Weapons Control System) tab, R1 is not bound to “Fire Weapon” at all. Only R2 is explicitly assigned to that action. Despite this, pressing R1 still triggers weapon fire.

By default, R1 is used for Free Look, which is essential for flying, navigating, and aiming. Because of this bug, any attempt to look around while flying results in unintentional weapon discharge — making it very difficult to control the aircraft properly.

Trying to fix the issue by rebinding Free Look to another button (e.g. L1) may help when flying, but causes major issues in infantry gameplay, where R1 is also critical for Free Look. So there is currently no clean workaround through settings alone.

This behavior has been tested both with and without mods enabled. While there are no armed helicopters with pilot-controlled weapons in the vanilla version of Arma Reforger, the issue still occurs when using modded helicopters that include such weapon systems. This confirms that the bug is not caused by the mods themselves, but rather stems from the game’s underlying input handling introduced with a recent update.

This bug severely limits the usability of modded armed helicopters like the AH-1Z and significantly affects gameplay. The “Fire Weapon” action should only respond to explicitly assigned inputs, and should never conflict with unrelated actions like Free Look. Ideally, input mappings should also be context-aware or separated between infantry, vehicles, and aircraft to avoid these types of conflicts.

Please investigate and address this issue in a future patch. Thank you.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Category
General
Steps To Reproduce
  1. Launch Arma Reforger on a PlayStation 5 (or Xbox).
  1. Make sure a modded armed helicopter is installed and enabled (e.g. AH-1Z Viper, Littlebird, or Apache with pilot-controlled weapons).
  1. In the main menu, go to Settings > Controls > WCS (Weapons Control System).
  1. Verify that the action “Fire Weapon” is assigned only to R2. R1 should not be assigned.
  1. Start a scenario or mission (e.g. via Game Master or Custom Editor) and enter the pilot seat of a modded armed helicopter.
  1. While in flight, press R1 (default bind for Free Look).
  1. Observe that the helicopter fires weapons even though R1 is not bound to that action.
  1. Try rebinding “Free Look” to another button (e.g. L1) and repeat the test — the bug persists but affects different controls.
  1. Exit and disable all mods, then re-enter the Editor and confirm that vanilla helicopters do not have pilot-controlled weapons, but that the conflict only appears with modded aircraft.
  1. Re-enable the mod and repeat to confirm consistent behavior.
Additional Information

• Input Conflict is systemic, not visual:
The settings menu does not show R1 as bound to “Fire Weapon”, but the game still responds to R1 as if it were. This indicates a hidden or inherited mapping, likely introduced at engine level or via recent changes to controller input handling.

• No mod-related scripting involved:
The issue occurs even if the helicopter mod itself does not explicitly map R1 to weapon firing. This suggests the conflict is not caused by mod authors, but rather by how the game interprets certain input states for vehicles with weapons.

• R1 is a global action for Free Look (infantry and vehicle):
Since R1 is used by default for Free Look across all movement modes, it’s likely that the input layer for vehicle weapons doesn’t properly isolate modes. This could result in shared input states, where pressing R1 triggers multiple actions depending on vehicle role or player state.

• Not a visual glitch / controller fault:
Tested with multiple controllers and restarted system/game. The bug is fully reproducible and consistent on a clean setup.

• Potential root cause (developer clue):
The issue may stem from R1 being treated as a “Primary Action” fallback, which could be automatically applied to vehicles when certain modules (like turrets or WCS) are active. A review of action inheritance or default fallback mappings in the input system may help resolve it.

Event Timeline

D3TOX created this task.Sun, Jun 22, 7:19 AM