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Thread: Xbox 360 Analog sticks, how to control them?

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export ModuleInstall Creator Pro
    Shadeve's Avatar
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    Xbox 360 Analog sticks, how to control them?

    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?

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    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
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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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  5. #5
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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 ^^

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    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

  7. #7
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Ha sorry, mistake of me. I'll correct it.

  8. #8
    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
    Asholay's Avatar
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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?

  9. #9
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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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