That's curious. Are you still on the Planetside 2 team, /u/db_zant ? Have a an oddity here for you.
Investigation underway
That's curious. Are you still on the Planetside 2 team, /u/db_zant ? Have a an oddity here for you.
Investigation underway
You can bind anything to the control key in-game. Pretty sure I set one of my push-to-talk keys to control at one point in the past. Maybe the 'disable indicator interactions' default can be unbound, and cannot be rebound? This was added the same time as construction, and the new controls for manipulating construction objects originally had some hard-coded keybinds that didn't play nice if you rebound wasd to something different (eg: I use esdf). /u/db_zant
I suspect you're correct and you clobbered this keybind when you had your push-to-talk bound to the ctrl key. I'm not sure why it isn't appearing in the list of keybinding options in the settings, but it's something I can look into tomorrow.
In the meantime, I have a few workarounds that might be able to help you out: First, It looks like either left or right control will allow you to click through allies on the minimap. If you haven't bound anything to your right control key give it a try and see if that works for you.
If not, you can try fiddling with your keybind file in the PlanetSide install directory (mine is C:\Users\Public\Daybreak Game Company\Installed Games\PlanetSide 2). If you have a shortcut on your desktop just right click > open file location and it should take you to the directory. Once there, follow these instructions:
I believe u/db_zant is the guy to summon for this kind of thing?
You are correct, I am indeed the guy. I just got this working and it's making it's way to internal testing as we speak.
/u/db_zant I’m not sure if this exactly falls under your spectrum as UI Guy, but could we help this guy out?
It was a little out of my purview, but I was actually able to get this done! Thanks for bringing it to my attention. It should be out in an update either tomorrow or early next week.
Tagging OP /u/CaptaPraelium. Hoping this improves your experience!
Read moreHey from the console underworld
So I really just wanted to mention a couple small things that haven't been addressed for almost the entire time the PS4 version has been live.
1) For /u/db_zant , On the PS4 version, we still dont have any UI display for passenger names in our vehicles, something PC has had forever. Any chance this could be added? Consider this one on top of my christmas wish list.
2) There are a few bugs that I'd only like to make the devs aware of. Yes Yes the issue tracker still works I know, but things there just get buried on the pile of unfixed stuff and never get addressed. (at least for what I submit).
Just take a quick look ok? Even if you see them and never get to them that will be enough for me.(These are all for the PS4 Version)
-The loadout screens(for vehicle/infantry/air) will go back to the loadout of your last pulled vehicle/infantry loadout any time you change something from any other...
I actually just started up PS4 development this week. There are a lot of changes and enhancements we want to make, so I'd say there's a good chance your Christmas wish gets granted sooner or later.
Welcome Zant, players are hungry for any UI additions so your help is very appreciated.
Thanks for the warm welcome! The team has been telling me this since I joined, so feel free to let me know any specifics and I'll try to get them added to my ever-growing list of tasks.
Thanks for the reply, I'll remain hopeful!
No problem! It's still my first month working on the UI, so I still have a lot to learn and can't really estimate what it takes to do certain things - but my goal remains improving the experience for everyone.
Will we ever be able to see who is speaking when in any menu screens?
There is no way currently to see the name of a speaker if you are dead, kind of a big problem.
I have to investigate the feasibility of the task further, but this is something we want to add and are working toward.
Thanks for doing this devs.
Now that you have a "UI guy," is there a possibility that we will get a more scaleable UI for higher resolution monitors (so we can have a readable map and directive progress up at the same time)?
UI Guy here - this sounds like it would be quite the undertaking, but not an unfeasible one. Simply put, a lot of the UI elements in the game weren't made to scale to modern screen resolutions. But, we have been addressing issues with ultra-wide monintors as well as revamping some of the UI. It's definitely in the realm of possibility.