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Created March 10, 2024 02:27
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helldivers 2 input config ( C:\Program Files (x86)\Steam\userdata\STEAMID\553850\remote to bind running and stratagem on mouse 5
// This file is the input config save. It is applied on top of the default values, so
// to reset to defaults simply delete the file. There are two main sections,
// The `settings` part, containing key-value pairs for the settings you can adjust,
// and the mappings groups, which map to the in-game menues for the input groups & bindings.
// The available settings values are (and defaults):
// {
// Number of frames over which to smooth mouse input (zero means no smoothing). Note that this applies to the _movement_, not the position!
// mouse_smoothing_frames = 3
//
// If set (per axis) the look axis is inverted _when aiming down sights_ for gamepads.
// gamepad_scope_inverted_x = false
// gamepad_scope_inverted_y = false
//
// If set (per axis) the look axis is inverted _when aiming down sights_ for mice.
// mouse_scope_inverted_x = false
// mouse_scope_inverted_y = false
//
// If set (per axis) the look axis is inverted for gamepads
// gamepad_inverted_x = false
// gamepad_inverted_y = false
//
// If set (per axis) the look axis is inverted for mice
// mouse_inverted_x = false
// mouse_inverted_y = false
//
// Gamepad look sensitivity in first component, vertical multiplier in second.
// Range is any valid real value.
// gamepad_sensitivity = [5 0.6]
//
// Mouse look sensitivity, range is any valid real value.
// mouse_sensitivity = [0.072 0.072]
//
// If zero or exactly one, no acceleration is applied.
// Otherwise, mouse movement is scaled by the following formula:
// movement = movement_after_sensitivity ^ acceleration
// Settings menu shows this value offset by 1, so the settings range of [0, 3] maps to [1, 4],
// essentially cutting off the deceleration part of the curve.
// mouse_acceleration = 1.0
//
// The first value is the speed at which we accelerate. Zero means we do not apply acceleration at all.
// The second value is the exponent applied to the acceleration rate.
// gamepad_acceleration = [0.7 3.0]
//
// Multiplier of sensitivity while aiming
// gamepad_aim_sensitivity = 0.5
//
// Multiplier of sensitivity while aiming down sights
// gamepad_scope_sensitivity = 0.5
//
// Sensitivity of PlayStation controller touchpad when using this to move the map cursor ([0,1] range)
// touchpad_map_sensitivity = 0.5
//
// Multiplier of sensitivity while aiming
// mouse_aim_sensitivity = 1.0
//
// Multiplier of sensitivity while aiming down sights
// mouse_scope_sensitivity = 1.0
//
// Multiplier of sensitivity while scrolling map
// mouse_map_sensitivity = 1.0
//
// Size of gamepad deadzone (lower bound, absolute value, [0,1] range).
// deadzone = 0.1
//
// Disables the Steam input in-game warning when connecting a DualSense or DualShock controller while Steam input is ON.
// dont_warn_about_steam_input = false
//
// Veteran mode toggle + scale (percentage of max observed input, [0,1] range).
// veteran_mode = false
// veteran_mode_scale = 0.8
//
// How much stickyness should there be to aiming with controllers when looking at enemies
// controller_sticky_aim = 0.5
//
// How strong the Dualsense adaptive triggers should be. [0,1] range, where 0 is disabling all trigger feedback.
// trigger_effect_strength = 1.0
//
// How strong the Dualsense haptics or conroller rumble should be. [0,1] range, where 0 is disabling all feedback.
// haptics_rumble_strength = 1.0
// }
//
// When it comes to keybindings, we group each action in a category. If an action is in this file,
// all default bindings are replaced with the values here. This means if you wish to change only
// the keyboard mapping you will have to also keep the gamepad mappings here or they would be unbound.
// This is necessary so it's possible to completely unbind inputs for a device type, which is a valid use case.
//
// Each action can me mapped to many inputs/input combinations. Each mapping has a number of fields;
// Mandatory fields:
// device_type:
// PadDS - Dualsense & Dualshock 4
// PadXBOX - Xbox style conrollers (xinput)
// Keyboard
// Mouse
// Tablet
// TouchPanel
// SimulatedTouchPanel
// SynergyKeyboard
// SynergyMouse
// input_type:
// Button
// Axis
// trigger (for buttons):
// Pressed - Triggeres once on press, not again until after it has been released
// Released - Triggers on release
// Hold - Continuously triggers while pressed
// LongPress - Triggers once after having been pressed for a specified duration, then not again until released
// Tapped - Triggers if pressed and released within a specified interval
// RepeatInterval - Triggeres every [specified interval] seconds while pressed.
// trigger (for axes):
// Any - The maximmum value for any axis is used
// X - Any value on the first axis
// Y - Any value on the seconc axis
// Z - Any value on the third axis
// X+ - Any positive on the first axis
// Y+ - Any positive on the seconc axis
// Z+ - Any positive on the third axis
// X- - Any negative on the first axis
// Y- - Any negative on the seconc axis
// Z- - Any negative on the third axis
// Optional fields:
// threshold [default=0] (context sensitive):
// For axis triggers and button triggers "Pressed", "Released", and "Hold" this specifies the analog value threshold for the action to be triggered.
// These thresholds are _after_ deadzone normalization, so 0 == deadzone.
// For button triggers "LongPress" and "Tapped" this specifies the duration for which to hold or during which to press and release, respectively.
// For button trigger "RepeatInterval" this specifies the interval at which we repeat the trigger while the button is held.
// combine [default=None]:
// None - The input is considered "standalone"
// Overlap - This input, _and the next_ must be triggerd at the samme time for the action to be triggered. Values are the maximum magnitude between them.
// Chain - For the action to be triggerd, this input must be triggerd followed immediatly by the next (and no other) for it to trigger.
//
// To see examples of how to change something, alter the value in the in-game menues and then look at this file again.
Player = {
VoicePushToTalk = [
{
trigger = "Hold"
device_type = "Mouse"
input = "MouseButton4"
threshold = 0.20000000298023224
input_type = "Button"
}
]
}
settings = {
mouse_acceleration = 0
mouse_smoothing_frames = 0
}
Avatar = {
MoveForward = [
{
trigger = "Y+"
device_type = "PadDS"
input = "LeftStick"
threshold = 0
input_type = "Axis"
}
{
trigger = "Y+"
device_type = "PadXBOX"
input = "XboxLeftStick"
threshold = 0
input_type = "Axis"
}
{
trigger = "Hold"
device_type = "Mouse"
input = "MouseButton5"
threshold = 0.20000000298023224
input_type = "Button"
}
{
trigger = "Hold"
device_type = "Keyboard"
input = "w"
threshold = 0.20000000298023224
input_type = "Button"
}
]
Sprint = [
{
trigger = "Press"
device_type = "PadDS"
input = "L3"
threshold = 0.20000000298023224
input_type = "Button"
}
{
trigger = "Press"
device_type = "PadXBOX"
input = "XboxLeftThumb"
threshold = 0.20000000298023224
input_type = "Button"
}
{
trigger = "Hold"
device_type = "Keyboard"
input = "left shift"
threshold = 0.20000000298023224
input_type = "Button"
}
{
trigger = "Hold"
device_type = "Mouse"
input = "MouseButton5"
threshold = 0.20000000298023224
input_type = "Button"
}
]
}
Stratagem = {
Start = [
{
trigger = "Hold"
device_type = "PadDS"
input = "L1"
threshold = 0
input_type = "Button"
}
{
trigger = "Hold"
device_type = "PadXBOX"
input = "XboxLeftShoulder"
threshold = 0
input_type = "Button"
}
{
trigger = "Hold"
device_type = "Keyboard"
input = "left ctrl"
threshold = 0.20000000298023224
input_type = "Button"
}
{
trigger = "Hold"
device_type = "Mouse"
input = "MouseButton5"
threshold = 0.20000000298023224
input_type = "Button"
}
]
}
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C:\Program Files (x86)\Steam\userdata{YOURID}\553850\remote'

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