Dirty Bombs bind system. All there is to it. These can all be find in the ShooterInput.ini. As with the Game Settings, most of these can be changed from the Mouse and Keyboard configuration menu's in-game and I suggest the same Read-Only solution for making sure your binds don't magically change after patches/changes. Below are some of the more important/interesting things for these settings. Keep in mind that DB uses separate command lines for binds while playing and binds while spectating. For consistency with your binds make sure to use CTRL+F to find both binds for the key you are changing.

The "RawInput still feels broken" Fix

Unreal Engine 3 is known for using really weird mouse multipliers to calculate your mouse sensitivity. Enabled Raw Input in the in-game menus will still feel like it's, in the words of megaproplayers, "off". There is no real way to 100% fix this issue but there is a way to change the multipliers to create Raw Input, which is changing the below commands to the values shown here(credits to our very own Germany Oxy/newb:

  • bEnableMouseSmoothing=False
  • LookRightScale=0.000000
  • LookUpScale=0.000000

I suggest not worrying to much about what these actually do and just going in-game after changing them and feeling the difference in responsiveness and accuracy of your mouse movement. It will feel a lot more reflective of what you're actually doing with your hand movements.

The "Visual Improvements Bind"

As I said in the Graphic section of this article, there are a view visual commands that cannot be set so a value from within the ShooterEngine.ini. I promised you a bind for this and this is it:

Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Personally I use F10 but a lot of people use F9 as-well. Set it to a key you wish to use for it if you want, by replacing the "F10" with the name of the key you wish to put it on and replace the line for that key in the ShooterInput.ini. If you prefer the bright saturation change ColorGrading to =1. Again keep in mind that if you want this bind to work in both spec and as a player you will have to change that key twice in the file, but it has to atleast be set in the [ShooterGame.SGPlayerInputPawn] section of the file for it to work when playing. You have to press this bind once when you first join a server after a game launch, you don't have to do it when you join a different server after that.

RawInputUpdateTest is a command that is supposed to affect RawInput, it's unsure if it actually does anything but most people keep it in here just to be sure.

FOV Toggle

Quite a few of ET players use the infamous FOV toggles. Canada prophet made a script for this in Dirty Bomb and I will share it here and link to his reddit post in the Sources page as-well.

Bindings=(Name="PipeC",Command="FOV 105 | setbind MouseScrollUp PipeD")
Bindings=(Name="PipeD",Command="FOV 90 | setbind MouseScrollUp PipeC")

This is basically DB's version of what creating a vstr bind in ET did.For this to work go into your ShooterInput.ini file and CTRL+F for [ShooterGame.SGPlayerInputPawn]. Paste these three lines at the bottom of that section(so before the next [ShooterGame.blablabla] line) and replace "MouseScrollUp" with the key you want your FOV Toggle on. Canada prophet told me he also has an mwheelup and mwheeldown version so if you want that version reply in the comments to get that from me or him(he used to be a regular here a long time ago :P)

"Say and Say_Team" Binds

The spammers among us will like these, Canada prophet again posted this on reddit.

Bindings=(Name"NumPadNine",Command="Get Rekt Scrub!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Bindings=(Name="NumPadEight",Command="Teamsay Need Ammo!!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

As with the FOV toggle, paste them at the bottom of the [ShooterGame.SGPlayerInputPawn] section and change the "NumPadEight" with whatever key you want these binds to be on.

If you're wondering what the "bIgnoreCtrl/Shift/Alt" means with these binds, in DB it's possible to bind for example X(or any key)+CTRL/Shift/Alt so that X has different functions if your holding Ctrl, Shift or Alt. Change the hold key you want with X to =True for that functionality.


For the snipers and ADS scrubs among us. Due to the weird multipliers your sensitivity can feel very different while scoped or in ADS(Ironsight). The command to change how this multiplier works is "SetFOVSensitivityScale". According to the documentation this means that 0 is not moving and 1 is the same as your normal sensitivity, but due to the multipliers this seems to not be true in DB. This command can't be found in the config file and can only be changed/used in the in-game console. A value between 0.1 and 0.5 is recommended(/seems to be closest to non-ADS sens) but play around with it and see what you prefer. People who really need this setting badly could add it to the "Visual Improvements Bind" so that it sets this when you press that. The bind would then be this:

Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | SetFOVSensitivityScale X | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

Replace X with the value you prefer. Do as said at the bind section above to add the bind.

ShooterUI and the other .INI's

There are a few other .ini files in the Configs folder. I recommend leaving them all alone as they are unfamiliar terrain to most people. The only other file you can play around with freely would be the ShooterUI.ini file which controls all the HUD commands. Creating a custom HUD can be done here, however it can be a pain in the ass to figure out so I will link a few custom HUDs in the Sources page to try. Also I'm linking Wezelkrozums HUD configurator there which can be a fun tool to play around with as-well, it's slightly buggy with the current version of DB but I know he's working on a new version which when released I will share on CF if no-one else did by then.