What's the difference between remapping the right analogue stick to perform a different function and using a turbo controller?
Automation.
Hi guys,
A couple of folks have asked me while I'm streaming how I'm stair skating using the right analogue stick. This is simple enough to do using a program like InputMapper, but I thought I'd make a thread here because this technique may be helpful to people who would like to speedrun the game but are being put off by stair skating, or people like myself who already run the game but aren't satisfied with their skating.
This idea came about by realizing firstly that I should be using the right analogue stick for better purposes. Most of the time it was just getting in the way, causing me to inadvertently quickturn while I was attempting to stair skate using the run button. This immediately had me wondering if I could use it to enhance my skating in some way rather than hinder it.
So the theory is simple: One movement of the analogue stick activates the run state, deactivates the run state (as the stick passes through the deadzone), and activates the run state again (upon exit of the deadzone).
InputMapper settings:
RS Up: X RS Down: X RS Left: Unmapped RS Right: Unmapped RS Button: A (needed when you're running using the stick)
Axis Tuning:
Sensitivity: 125% Angle Offset: 0% Curve: 0% Deadzone: -45% (smaller deadzone = smaller movement required to stair skate) Deadzone Type: Axial
Demo:
This clip was taken from my runs yesterday. I have achieved full animation lock as part of my testing, I'm just not consistent enough using this technique yet to pull off complete locks reliably during live runs.
Edit: ignore my use of the shoulder button in the clip - use the RS button instead.
Hope this helps somebody out there in Resident Evil land.