Is there any way to turn off the "superpowers" and "teleports" etc - in particular, so they do not clash with the XB360 controller control scheme (sprint causes HQ teleportation; crouch, fireworks / fire on the avatar's person) - while leaving the zombie for co-op (on/off) cheat functional?
I've tried editing the sr3_city.lua file (e.g., changing the SPRINT_PUSHED / CROUCH_ PUSHED to player_action_is_pressed(B_HOME) ...to nullify the functions), but then the zombie activation (INSERT + 7) cheat no longer works or (more likely), the mod itself stops working. Do I need to 'repack' the .lua or edit that ."asm" file in order for this to work? Or is there an easier way to deactivate the superpowers and teleports while leaving the co-op zombie mode functional...?
(thanks)
EDIT:
Okay. So I changed the superpower, teleport (and other) key bindings to "EIGHT_PUSHED" and "B_HOME" and now, seemingly, there are no longer clashes using the gamepad.
One question, however:
Is it possible to remap the zombie call input so that it activates with the taunt action? I've tried changing the applicable lines to "TAUNT", but that doesn't work... even with the default "SEVEN" key attached. As such, I have to use Xpadder to have the function mapped to the gamepad (using the "7" key and "INS"). Can taunting alone be made to activate the zombies mode? Further, can deactivating zombies be mapped as an stand-alone command -- as distinct from sharing the same input/s as zombie activations...?