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Thread: How exactly does cycle POINTER work?

  1. #1
    Join Date
    Oct 2005
    Location
    Warren, Ohio
    Posts
    108

    How exactly does cycle POINTER work?

    I am trying to set up Battlefield 3 to have console style sprinting (click and release the left stick to start sprinting, untilt the stick to stop sprinting) and to a degree it works. It works mostly as advertized, but to start sprinting I need to double click the left stick instead of a single click.

    Can someone explain what is causing the double click problem and maybe shed some light on exactly how cycle POINTER works? Taking a look at the attached .pin might give you some clues. It seems like a powerful function but I just can't wrap my head around it.


    Thanks!
    Attached Files Attached Files

  2. #2
    Join Date
    Jul 2005
    Posts
    13,281
    Take the cycle pointer step out of your "Run ON" command, you only need to reset the cycle pointer when it is turned off in your case.

    As of now you can push in the stick to turn on sprint, and push it again to turn it off.

    If you ALSO want to have it automatically go off when you return the joystick to the neutral position, you should just go into your Joystick Command and on the ADVANCED button you can set "Run OFF" to TILTED BELOW 1% and that should do the trick.

    Because you will have "cycle pointer=1" in your "Run OFF" command, it will not matter if the "Run OFF" is triggered by returning the joystick to neutral or if you push in the joystick again... either way the next time you push in the joystick it will be set to "Run ON". The cycle pointer step is just to control the next sub-command to be fired on a Cycle Command. The only time you need to use cycle pointer steps is when you have sub-commands in the Cycle Command that could be triggered OUTSIDE of the Cycle Command... so in this case because "Run OFF" is assigned to TILTED BELOW 1%, that is firing that sub-command of your Cycle Command, but it's not firing the Cycle Command itself. So in order to keep things sync'd up, the Cycle Command needs to know whenever L SHIFT key was released outside of it's own self... that way the Cycle Command will not try to turn it off again when it's already off and will instead know you want to turn it back on the next time you trigger it. I hope that clears up any confusion.

  3. #3
    Join Date
    Oct 2005
    Location
    Warren, Ohio
    Posts
    108
    That makes sense, just need to wrap my head around it. So for a profile I'm working on, when I activate the command to bring up the map which is set to a toggle (one press to open it, one press to close it) I would want to set a cycle pointer to tell the command that the map is closed because other keystrokes aside from the one I have assigned will close the map.

    If this were a straight up map on, map off command no pointer would be necessary, but I am adding some functionality to the map via a shift mode so in this case the pointer is necessary correct?

    I would need two separate commands merged into a cycle command correct? Would they look like this?

    Map ON
    On activation

    Press M
    Set shift mode RED

    Map OFF
    On activation

    Set shift mode UNSHIFTED
    press M

    So where in the above commands would the cycle pointer go and where would it point?

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