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Implementation of modifier keys in controls is poor
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Description

You can bind actions to contain modifier keys. Eg. Control+G, Control+A, etc.
Which should indicate that if you press A, and you're holding control, that actions will be activated.

However, that's not the case.

Instead, what seems to happen is that when you touch a modifier key, like control, the game sets a flag, and a timeout of like 250 ms.

If you then within that time hit any other key, it'll combine them as if you did Modifier+Key, even though you didn't.

This causes great grief, as you have to delay all your key presses.

To clarify: If an action is bound to eg. Control+A (Side step left), the game will trigger that action if you press control, release control, then hit A (even though you're no longer holding control).

This means, that if you eg. press Control+G to switch current grenade type, then press G to throw, what happens instead is that you switch current grenade type twice.

Details

Legacy ID
558190912
Severity
None
Resolution
Open
Reproducibility
Always
Category
Controls
Additional Information

Event Timeline

MulleDK19 edited Additional Information. (Show Details)
MulleDK19 set Category to Controls.
MulleDK19 set Reproducibility to Always.
MulleDK19 set Severity to None.
MulleDK19 set Resolution to Open.
MulleDK19 set Legacy ID to 558190912.May 7 2016, 6:01 PM

I've noticed this as well with changing stances. If I press my stance adjustment key and let it go quickly while initiating forward movement, it will adjust my stance up after the adjustment key has already been fully released.