For the Joystick 2 Object to do for example when b is pressed you do the code 2. Does anyone know the complete list (it says out of 128).
Thanks Lucas
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For the Joystick 2 Object to do for example when b is pressed you do the code 2. Does anyone know the complete list (it says out of 128).
Thanks Lucas
They can vary depending on the controller brand, but you can make a counter that is Always set to Last Single Button Pressed to map your button number codes.
thanks a lot
ok this words but for some reason it doesnt for the left and right bumper (LT and RT) and also for the keypad.
"Point of View" is the d-pad. Are you using a 360?
JoyToKey is the safe way out to cover your bases.
hey thanks i am using an xbox controller, i have got everything but LT and RT
I think the lower analog buttons are controlled by Right Stick Direction. The xbox controller is a bit deprecated, that's why that sounds weird. You'll get different returns from newer controllers, so be careful if it's possible your user could be using anything other than an xbox controller.
i cant figure that out in fusion, i don't know do you have any other options? I am using the joystick 2 object by the way.
Let users bind their own controls for the controller, I do it like this
Make some buttons and set their text to the name of the action (like "attack") and give them the button qualifier
Attachment 16706
could you please explain the last line?
Do you mean me? Ill answer anyway :)
On the last line i set a item value in a group with the INI object, In this instance I am setting the value of the item (Button Text) to (LastButtonPressed) in group "player1",
So if the button text was say... "Attack" and the last button I pressed on the Joystick was "9" It would look like this:
Set value (9) to item ("attack") in group "player1"
Once you have this control binding system set up you can use them by testing if a joystick input is equal to the item value, for instance:
If last button pressed On Joystick 2 Object is equal to INI group item value ("player1","attack") then set player animation to "attack"
Or something like that, You would be better off loading all of the controls to variables at the start of the frame though, you dont really want to be reading from the hard drive every time someone presses a button.
what about the right analog stick?