Sentences with phrase «different button mapping»

Featuring nine programmable buttons, an eight - piece weight tuning set and the ability to create five user profiles for different button mapping, this is a hell of a lot of mouse for under $ 30.

Not exact matches

Professor Rachel Dutton, along with postdoctoral researchers Ben Wolfe and Julie Button, has spent the past several years mapping, analyzing and otherwise fiddling with the microbial communities in 160 different kinds of cheese rind.
These buttons, dials and sliders you can map to different functions within the software.
«Run» is mapped to two different buttons simultaneously and there is NO option to change the button layout.
A button located by the driver's thigh on the center console offers two different engine maps.
This mind blowing GT - R has a few subtle upgrades that really make it the ultimate supercar including a Litchfield stage 4.25 that includes:; The Stage 4.25 Power upgrade includes:; • Milltek Stainless Steel Downpipes; • Improved boost control with custom Ecutek code; • Adjustable boost using the steering wheels cruise control button; • Revised ignition control, variable valve timing and fuel maps; • Reduced fuel consumption (especially on partial throttle conditions); • Increase in both power and torque across the whole rev range; • Litchfield RACEROM Switchable maps for different fuel octane ratings; • Litchfield Custom Launch Control settings when used with Gearbox Software upgrade.; Along with the important Bell - housing upgrade.
To remedy this problem Pocketbook developed a key mapping tool that allows you to disable a specific button when reading or change it to a completely different function globally.
The former «location» button inside of Google Maps can also be used to access a compass, where just pressing that button tilts the map and moving the handset in different directions controls the angle in the same way as the augmented virtual layers application works.
Changes aren't just coming in the form of how many dimensions you'll have to think in either: the old Mortal Kombat system which saw different punches and kicks mapped to the face buttons has been changed in favour of a more Tekken like system with each attack button controlling one of the fighters limbs which will (hopefully) result in a deeper fighting system than we've seen before, but don't be fooled this is still going to be a return to the original free - form fighting that got it so many followers and resulted in so many frantic fights.
Features: - Crazy and funny physics - Local Multiplayer - One - button controls - Random maps - Big choice of different characters - Dumb and funny AI - Two different modes How to play: Tap the button to jump and punch.
But even in a game like Grand Theft Auto V, button mapping can change between different versions of the same game.
That's the thing, though: why are Run and Roll mapped to two separate buttons when they worked just fine as one button with 2 different functionalities in the SNES games?
The root of DKCR's problem is that run and roll are mapped to two different buttons.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
Why can't we have different character dance movements or actions mapped to DualShock buttons so the flow is more natural?
Each move, unlocked by using skill points on a skill tree for each character, can be mapped to different buttons so you can play how you want.
Most weapons have attacks mapped to the X and A buttons and some sort of special move attached to the R button, which can be another attack that can be used with the other buttons to generate simple combos or something completely different entirely.
The game itself sounds neat, too: «In Boom Boom Rocket, players both solo and multiplayer are made to trigger rockets to the rhythm of the game's soundtrack... Different colored rockets are mapped to different buttons of the Xbox 360's controlleDifferent colored rockets are mapped to different buttons of the Xbox 360's controlledifferent buttons of the Xbox 360's controller.»
Different shot types are mapped to the face buttons and triggers, though you do have the option of being able to play shots with the right analog stick, as well.
You can equip three different skills that get mapped to a face button with the right shoulder button, which can be swapped out later for other abilities.
Instead of simply mashing on one button, kicking and punching have been mapped to different face buttons, one to punch, one to kick.
Spells are mapped to the different analog stick directions, and by hitting the circle button in conjunction, you can cast a variety of things.
We believe that the difference in the interface is pretty substantial, and having 16 buttons versus mapping different parts of your body and voice control...
The player controls Lightning and battle actions such as defensive postures and different attack types are mapped to the controller's face buttons.
As soon as I started playing I realized that the controls seemed a bit weird, as different actions were mapped to different buttons than I was used to for games in the genre.
The controls are appropriately mapped to the DualShock 4 controller with the control scheme consisting of holding R2 to accelerate; pressing L2 to brake; pressing L1 to tow an object; holding R1 to look behind your car; pressing square to engage turbo boost when at least one of the turbo boost meter units is full; double tapping square to be in the zone when all four units of the turbo meter are full; pressing triangle to fire weapons or towed objects at opponents or alternatively pressing triangle when no weapon is equipped to beep your car's horn; pressing downwards on the left analogue stick to enable your car's weapon to be fired backwards at a car behind you; holding O and changing the direction of the left analogue stick to drift; pressing X to jump; pressing upwards on the right analogue stick to drive on two wheels; moving the right analogue stick to the left or right to side bash a car in that respective direction; pressing downwards on the right analogue stick to drive backwards; combining different directions on the right analogue stick to perform a variety of air tricks; changing the direction on the left analogue stick to steer your car; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
If you're time - jumping back after playing Syndicate, some of the button mapping is different, but it's still essentially the same thing.
Each of your five buttons are mapped to a different action that takes down a different enemy (such as pushing up to take out a helicopter or down to smash a tank) or to occasionally perform a badass slam dunk.
What I really wish for is for homing attack to be an elemental shield (magnet shield) or mapped to a different button to the jump.
Two types of units are mapped to the face buttons on the PlayStation 3 controller or Vita, and can be freely upgraded to a handful of different classes by invading specific building types.
I'll try and add a few different control types to the game if I have the time, but I like to try and keep all my games so that the arrow keys map to the d - pad, and the WASD map to the face buttons.
Smash Bros 3DS provides the player with the ability to customise the control scheme by mapping actions to different buttons (the default layout replicating the standard console versions) which for me was a great, intuitive feature because I habitually tap L - trigger to shield, which by default is the throw command on the 3DS.
I played on a PC with an Xbox 360 controller, so jump was mapped to A, melee to X, dodge to B and magic to Y. Pressing up or down in addition to the button in question performs a different attack, too.
Thus, quick commands are mapped out to the C - buttons, and different strikes and throws are performed by pressing the C - buttons together in various ways.
Going back after the game ended (yes, that's something the game allows you to do) did get a little annoying at times as there's no map or «return to the sanctuary» button (although there are different warp points in each area), so I ended up lost once or twice.
As players direct the the thread using the button module (a different pattern for each player is used for both players), they try to nab any of the six pink «town» squares across the map.
The various weapons are mapped to the Dualshock 4 face buttons, so switching weapons is as easy as pressing a different button.
The map app's buttons are on a different layer than the actual map image beneath them, so if a button is obscuring the name of a street, you can move your head or tilt the phone to shift the perspective a little bit, which will show you what you're missing.
All Xinput controllers — including Xbox controllers — will share the same button mapping settings because they don't provide a way to uniquely identify different controllers to Steam.
The new button is meant for bringing the Google Assistant into chats with other people, where it's able to do a number of different things, including looking up sports scores, finding nearby restaurants, pulling up maps, and just generally accessing information that Google is already really good at highlighting.
Some of the updates the device has seen since release include rumble pass - through, for mimicking force feedback settings from other controllers, options to quickly adjust button mapping across different games, and even multiple button configurations for a single game with Action Sets.
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