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post #11 of 19
You can do this on the g700. You could even choose which mouse button to bind "dpi loop" to as well as choosing what dpis to switch through (you can choose up to 5). I just mapped two different dpi settings to cycle when I use my g10 key (right next to the lmb) and it works just fine with no need to hold the button down. I use this all time in BF3 during long range firefights.
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post #12 of 19
It's possible with the Razer Synapse 2.0 software. It's called the sensitivity clutch. My mouse is the Deathadder, but the process should be the same with the Mamba.


post #13 of 19
Quote:
Originally Posted by psyclum View Post

the problem with the DPI shift is that it can NOT be bound to another key. what i mean is most games have scope as the right click key, so logically you'd want to bind the DPI shift together WITH the right click key so when you scope up, your DPI also change. as of the current version of the logitech gaming software, you can NOT bind both functions to a single key. so you'd have to hold down BOTH keys to get the "snipe" function.
been making suggestions to logitech forum, but mostly ignored.
None of the sniper functions on the market that I'm aware of right now work that way, so I'm not sure how LGS's implementation is a problem. Everyone sets up their software so that each key or button has one function, not two.
post #14 of 19
Razer Mamba 2012 has it as Temporary DPI switch. And it does work as it should.

Dunan, postive this isn't on the '09 Mamba software?


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post #15 of 19
Quote:
Originally Posted by CPate View Post

None of the sniper functions on the market that I'm aware of right now work that way, so I'm not sure how LGS's implementation is a problem. Everyone sets up their software so that each key or button has one function, not two.

hum.... i'm not aware of how the other software/drivers work so cant really comment. however if what you say is true, it's REALLY unfortunate that in this age of FPS games, something as logical as putting a DPI modification to the zoom button presents a problem for driver coders considering it's already part of the driver code.
post #16 of 19
Quote:
Originally Posted by psyclum View Post

hum.... i'm not aware of how the other software/drivers work so cant really comment. however if what you say is true, it's REALLY unfortunate that in this age of FPS games, something as logical as putting a DPI modification to the zoom button presents a problem for driver coders considering it's already part of the driver code.

Although it wouldn't hurt to implement that in the software having it that way also causes an issue (at least if you use toggle) because there are usually various ways to "un-scope" (switching weapon, reload, sprinting, ...), so it wouldn't be a perfect solution anyway.

I would rather say that it's unfortunate in this age of FPS games that the games themself usually don't give you an extra senstivity option for Iron Sights/Scope or scripting options to make a workaround like we did in the good old days.
post #17 of 19
Psyclum: in general, it's bad UI or product design if a control has more than one function. There are some specific cases where it's less of an issue, though.

I'm looking into whether you can emulate what you're trying to do with a LUA script using IS_MOUSE_BUTTON_PRESSED and IS_MOUSE_BUTTON_RELEASED with SetDPITable() and SetDPITableIndex(). I don't really have a ton of time to spend during the work day on it, though, and since I'm not the guy who wrote the LUA interpreter (and I'm not actually a coder at all) I don't know how quickly I can get that done.

Edit: got it, sort of. You can't do it with button 1 or 2 right now because the engineers were concerned that, given the frequency with which these buttons are used in general, it might be cause people problems if their scripts were constantly reacting on those button clicks. There is a workaround, though.

Assign the thumb button used for "Forward" or "Back" to "Right Click" or "Mouse2" for your game's profile
Assign the right mouse button to "Forward" (Mouse5) or "Back" (Mouse4) depending on where you put the "Right Click" assignment
Click the dropdown arrow on the right side of the Profile icon and choose Scripting
Replace the ENTIRE default script with the following (in this example I use Mouse4, but if you want it to be Mouse5 just replace the 4 with 5):
Code:
function OnEvent(event, arg)

SetMouseDPITable({400, 1800}, 2);
if (event == "MOUSE_BUTTON_PRESSED" and arg == 4) then
        SetMouseDPITableIndex(1);
end
if (event == "MOUSE_BUTTON_RELEASED" and arg == 4) then
        SetMouseDPITableIndex(2);
end
end
Assign your scope function in-game to your new right mouse button (Mouse4/Back or Mouse5/Forward), and reassign the thumb button to whatever function it had before.

This will give you a LUA-scriptable button in the physical location where you're used to having your scope, and will set the button to switch to 400 DPI when you press that button, and to 1800 when you release it. It will also make the default resolution for that profile 1800 DPI. You can play with these values to suit your needs, and you can create more DPI levels and control them with the other buttons if you wish. And this will only apply to whatever profile you sync it to, meaning you won't have incorrect functionality on the right mouse button outside of the game.
Edited by CPate - 9/14/12 at 10:43am
post #18 of 19
Quote:
Originally Posted by CPate View Post

Psyclum: in general, it's bad UI or product design if a control has more than one function. There are some specific cases where it's less of an issue, though.
I'm looking into whether you can emulate what you're trying to do with a LUA script using IS_MOUSE_BUTTON_PRESSED and IS_MOUSE_BUTTON_RELEASED with SetDPITable() and SetDPITableIndex(). I don't really have a ton of time to spend during the work day on it, though, and since I'm not the guy who wrote the LUA interpreter (and I'm not actually a coder at all) I don't know how quickly I can get that done.
Edit: got it, sort of. You can't do it with button 1 or 2 right now because the engineers were concerned that, given the frequency with which these buttons are used in general, it might be cause people problems if their scripts were constantly reacting on those button clicks. There is a workaround, though.
Assign the thumb button used for "Forward" or "Back" to "Right Click" or "Mouse2" for your game's profile
Assign the right mouse button to "Forward" (Mouse5) or "Back" (Mouse4) depending on where you put the "Right Click" assignment
Click the dropdown arrow on the right side of the Profile icon and choose Scripting
Replace the ENTIRE default script with the following (in this example I use Mouse4, but if you want it to be Mouse5 just replace the 4 with 5):
Code:
function OnEvent(event, arg)
SetMouseDPITable({400, 1800}, 2);
if (event == "MOUSE_BUTTON_PRESSED" and arg == 4) then
        SetMouseDPITableIndex(1);
end
if (event == "MOUSE_BUTTON_RELEASED" and arg == 4) then
        SetMouseDPITableIndex(2);
end
end
Assign your scope function in-game to your new right mouse button (Mouse4/Back or Mouse5/Forward), and reassign the thumb button to whatever function it had before.
This will give you a LUA-scriptable button in the physical location where you're used to having your scope, and will set the button to switch to 400 DPI when you press that button, and to 1800 when you release it. It will also make the default resolution for that profile 1800 DPI. You can play with these values to suit your needs, and you can create more DPI levels and control them with the other buttons if you wish. And this will only apply to whatever profile you sync it to, meaning you won't have incorrect functionality on the right mouse button outside of the game.


thank you for your time smile.gif I will give this a try. what i was actually thinking about is assigning the DPI shift as a modifier (insert mouse event) while editing the macro assigned to the key. this can also be expanded to multiple DPI settings since i believe you can have 6 preset DPI points. so something in the nature of (insert mouse event DPI shift 1 / DPI shift 2 / DPI shift 3, etc... )

anyway, just somewhat disappointed that option was not included in the "insert mouse event" side of the macro editing in the LGS
post #19 of 19
For Roccat Products supporting Roccat Talk you could put the EasyAim button on the keyboard, for example a thumb button or caps lock, and thus only press one button on the mouse and the other on the keyboard. Also not perfect though, as you might want to sneak/duck etc at the same time.
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