Gamepad Control Map For Separate Attacks
As you advance through the game, it saves your progress automatically. You'll see the 'TR' logo at the bottom right corner of the screen each time it autosaves. If Lara dies, the game reloads at the previous checkpoint. If you quit the game and return later, just click the Continue option in the main menu and choose the save you want to load.You cannot save manually. Each time the game autosaves, it overwrites the previous autosave. In order to keep more than one save file, you need to use the Change Save Slot option in the pause menu, accessed by pressing Esc on the keyboard or Start on the controller. There are 3 save slots to choose from in the console games. The March 25 patch upgraded the PC game from 3 save slots to 99 and also added a separate "Last Campsite" autosave. I highly recommend changing your save slot at least once every level or so.If you're playing on one of the consoles, you may also want to periodically back up the 3 autosaves onto a memory card. If you're using the PC version, you can back up your autosaves into a separate folder using the instructions on the TOMB RAIDER save files page. I have not experienced any major glitches in this game, but if you back up, you'll have a choice of save files to rely on if something does go wrong.I also have a collection of PC save files for download in case you get stuck.[Top of Page]
With keyboard+mouse controls, we seem to have an unspoken control mapping standard, with keys be like WSAD for moving, E for use, mouse button for attacks or interactions, spacebar for jumping, and so on. But I'm unsure what conventions apply to gamepads.
The "Controller" controls for gamepads are similar to the Xbox One, Nintendo Switch, and PlayStation 4 editions, with some differences. All of these controls, except the stick controls, can be changed in the Options. The Nintendo Switch version can be played with a pair of Joy-Con controllers, the Nintendo Switch Pro Controller, or the Nintendo Switch Lite. It cannot be played with a single Joy-Con, as it does not have enough buttons or control sticks. If the gamepad has control sticks, then the left stick (////) would be used for moving and the right stick (////) would be used for looking. The blank spaces mean that the function is, by default, left unassigned and it is up to the player to assign a button to it. All platforms support gamepads.
Note: For Xperia Play owners using the gamepad, while in creative mode, the lowest two rows of items are beneath the screen, and one cannot scroll down to see them. They are still accessible, but it requires either remembering how many times one has to press the directional buttons to access them, or trial-and-error. This is most prominent in the 4.0 update, as the amount of items has increased, and now sixteen items are hidden. The only way to see them is to turn on the option to use touch controls in the options menu.
On the left, you can see the gamepad input curve. To mimic this signal for the keyboard, we used an input curve that takes into account how long the steering button was pressed, which is allowed to turn the digital input from the keyboard into an analog signal. The curve is quite fast, with a very short delay time (the game has pretty arcade-style driving), but even such subtle mechanism makes control of the car much more natural and smoother.
My custom controller configs with separate buttons for normal and power attacks. Made for DMCO and TDM. It's made to be as intuitive, simple, and stay as close as the normal control scheme as possible.
No need for an ESP anymore that will swap your keys or add complicated combinations. You will just need "Hank's gamepad and controller fixes" to enable the keyboard at the same time as the controller Watch the video in the description for the instructions
I am trying to get the triggers to work on my xbox controller so I can use them to use my attacks in my game. I have heard that they are axis and I have tried putting in all this like j