Vol, what method are you using for Spryke in regards to hotplugging? AFAIK VACCiNE doesn’t have a listener for unplugged controllers that were previously plugged in?
Here's a strange thing, @Volnaiskra : when using the Xbox One controller wireless, only the raw data is detected for the L and R triggers, it doesn't change/register the VACInput value. However, while the left stick is being used, it does work. This is best demonstrated as the astronaut sprite being zoomed in/transparent only while they are being moved by the left stick.
Attaching it wired, it works perfectly without need of the left stick having activity. Testing further, 360 controllers works as intended when both wired and wireless.
This issue is replicated after a Windows 7 restart, resyncing of wireless controllers etc etc.
Any idea why this might be?
Using dpadDirection of VACInputgamepadNeat at the Start Of Frame causes it to return as dpadDirection = 0 since that's the default for the Alt value, whereas dpadDirection = 0 is used for East, as dpadDirection is usually set to -1. I've instead used DPadpovdeg = 90 for a solid test of the east dpad button during Start of Frame.
I've just bought VACCiNE2 after playing around with VACCiNE1; and I have to say, it's a very tidy, thorough and powerful little solution for controller support @Volnaiskra . Excellent use of existing and
your own custom extensions/code to create something very dynamic and most of all; very easy to implement into your own game. I appreciate all the extra values you can monitor aswell, actually just by seeing some of them I've had a few nice ideas for my game . Thoroughly impressed with this.
I have only one problem at the minute with this, and I feel I'm overlooking something very simple here:-
But does anyone know how to work, for example, a double jump with this? At the moment if I use InputJump for my double jump event, it will register in the same manner as "repeat while button 1 is pressed", so it triggers a double jump straight off the ground.
Atm I've used an alterable value as a "cooldown" between button presses which has worked pretty well, but I'm wondering if there's a way to achieve this without adding a new alterable value per action (or if there's a feature I've overlooked in VACCiNE2).
There's no bespoke double-jump feature in VACCiNE2, so you haven't missed anything. So you'll need to code it in yourself. Using a cooldown mechanic sounds like the right way to go to me.
No problem, I got started and actually its pretty easy to add them in. Thanks again for this Volnaiskra, it's so nice to have the d-pad work and my controllers properly register within Fusion
Might I ask a quick question, Volnaiskra? I’m planning on making multiple external applications that share information from one hub application: that include sound, window options, and such. With VACCiNE2, can I be able to have players input controller options into the hub application that can be translated into the other packaged applications and save these options as well? Not sub-applications, but external applications that reads off another external application.