I have been creating a game and it has been working great, except for the fact that i dont know how to make the analog sticks do anything. I've been trying to make it so that the left stick moves and the right stick aims, but i dont know how to make the sticks do anything whatsoever, does anyone know how?

Xbox 360 Analog sticks, how to control them?
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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In order to get a value from the sticks, you need to compare 2 general values, and grab the data from the Horizontal and Vertical data. They range from -100 to +100 in each way so if you want to simply test for up and down (for example) compare StickRightVertical > 75 and < -75.
To do an aim, use the direction calculator to turn the XY into an angle, or use maths (Atan2) see my thread about analogue sticks for the correct usage.
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Hello Asholay, do you have a link for me?
I thought this would be straight forward, but in the end I was only able to use the normal Buttons from the 360 pad, alltough I miss LT and RT (or LB and RB?)... is there any chance u get those too?
Edit:
Another question just popped my mind: How is it possible to look if you're pressing a Button, or holding down? I use PMO in my Game and need to check if you just tab the button orif you're holding it down to jump higher.
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Gogeta - Majority of the XNA help is featured inside the MMF2 help file, just hit F1 inside of MMF and go to Distributing your Applications > XNA.
All the controllers references are in there, which you can then use for PMO related conditions.
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Thank you Danny
I found out that under the helpfile -> "the objects -> inventory -> xna objects -> xbox gamepad -> expressions" some lines are stil in french?
- 0 : bouton A
- 1 : bouton B
- 2 : bouton X
- 3 : bouton Y
- 4 : arrière gauche
- 5 : arrière droit
- 6 : back
- 7 : start
- 8 : stick gauche
- 9 : stick droit
- 10 : pad haut
- 11 : pad bas
- 12 : pad gauche
- 13 : pad droit
It just a bit weird because just above, under "conditions" the english translation is perfect -
Translation:
- 0: A button
- 1: B button
- 2: X button
- 3: Y button
- 4: Rear Left
- 5: right rear
- 6: back
- 7: start
- 8: left stick
- 9: right stick
- 10: pad up
- 11: low pad
- 12: Left pad
- 13: right pad -
Ha sorry, mistake of me. I'll correct it.
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By default the button press conditions are repeaters - so if you have a condition that says, player presses B: +1 to counter - it will continuously increase the counter as you press the button.
I guess this makes sense, as you could just limit conditions to prevent this happening.
As for the different xbox buttons, these are all accessible from the xbox gamepad object - make sure you're using this object for your conditions and not the basic joystick/player events?
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Yes, just to note if you're using a condition which is triggered by a key/button push you will have to use 'Only one action when event loops' to prevent it from repeating itself.
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