User Tag List

Results 1 to 8 of 8

Thread: Joystick 2 Object - XBox360 reads as Joypad 2?

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export Module
    FinalSpecimen's Avatar
    Join Date
    Oct 2011
    Location
    Boston, MA
    Posts
    123
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Joystick 2 Object - XBox360 reads as Joypad 2?

    The XBox360 controller I'm plugging in only is responding when I map it as "Joypad 2." When I use a Logitech F310, it only reads as "Joypad 1." I'm not defining any more than one player in my game, and the XBOX Joypad's light reads Player 1. Shouldn't all joypads in this scenario respond to "Joypad 1" by default?

    Additionally, I find that when I unplug a controller and plug it back in, it *sometimes* lags the app. Other times, it's fine. Any way to account for all these variables?

  2. #2
    Clicker

    Fusion 2.5 Developer
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    J3sseM's Avatar
    Join Date
    Feb 2013
    Location
    Finland
    Posts
    868
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    I'm trying to figure out the same. You can swap the controller through Windows "Gamepad" software.
    However I can't expect players to do this. Would be awesome if we could set all controllers to respond to "joypad 1".

    Any ideas? :>

  3. #3
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
    Join Date
    Jul 2014
    Posts
    390
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    You could map all joypads to one global value and use that instead.

    For example:

    - Always
    = Set global value to 0

    - If pad1 up is pressed
    = set global value to 1

    - If pad2 up is pressed
    = set global value to 1

    ...etc, finally:

    - if global value equal to 1
    = move up 1 pixel

  4. #4
    Clicker

    Fusion 2.5 Developer
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    J3sseM's Avatar
    Join Date
    Feb 2013
    Location
    Finland
    Posts
    868
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    It would make no sense to have duplicate code like that.

    Anyways, we could however use a value instead of a player, and have only a few lines to determine which player is active. That wouldn't take but a few lines and should work in theory, thanks for the idea!

  5. #5
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
    Join Date
    Jul 2014
    Posts
    390
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Yeah there's more sophisticated ways to do it, I was just trying to write it down in the most simple way possible to get the idea across.

    I'd encourage capturing the full range of values from the thumb sticks for example.

    Though I'm not quite sure what you mean instead Jesse?

  6. #6
    Clicker

    Fusion 2.5 Developer
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    J3sseM's Avatar
    Join Date
    Feb 2013
    Location
    Finland
    Posts
    868
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    I mean we could have only a few lines of code, say
    "any button is pressed on pad2" = set player to "2".
    "any button is pressed on pad3" = set player to "3".
    etc.

    Then "specific button is pressed on pad "player value here"".

    This is basically what you suggested but reversed and would only take a few extra lines instead of possibly hundreds of lines.

    EDIT: Actually there is "Get last active joystic" command, so we can do this with single line.

  7. #7
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
    Join Date
    Jul 2014
    Posts
    390
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Nice, that's a very neat method!

  8. #8
    Clicker Fusion 2.5 DeveloperiOS Export Module
    FinalSpecimen's Avatar
    Join Date
    Oct 2011
    Location
    Boston, MA
    Posts
    123
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The "get last active joystick" command is exactly what I was looking for. Saves so much time coding LOL!

    Is there a need at that point to even define players (in my case it's just a single player game) or will the event just be self-referential?

    Additionally, for anyone looking for a lot of GREAT info on the joypad 2 object, this video from Snail On is a great in-depth exploration of the extension: https://www.youtube.com/watch?v=lZZt0nMgzFQ

Similar Threads

  1. Problems with Slowdown on Joypad Object (joystick.mfx)
    By FinalSpecimen in forum Fusion 2.5
    Replies: 3
    Last Post: 22nd April 2018, 02:03 PM
  2. Joypad and Joystick 2 object bug?
    By ASD in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 20th December 2012, 09:58 AM
  3. Joypad object and Joystick 2 bugs
    By ASD in forum Extension Development
    Replies: 2
    Last Post: 27th December 2010, 03:13 AM
  4. Joypad and Joystick 2 problem
    By ASD in forum Extension Development
    Replies: 1
    Last Post: 1st April 2010, 09:31 AM
  5. Mapping a joystick / joypad
    By Crash86 in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 10th February 2010, 07:50 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •