Greetings Thomas.

You may consider a stat list, wherein pressing the Status button puts the game into a paused state. The gamer could then arrow up and down the various stats. Such an approach would allow you to place more pertinent bits of info on certain keys, while leaving other reports in a scrollable menu.


another approach is the tabular design, where the stat screen is divided into separate columns, so that a player entering the stats menu is placed in the first column, lets say vitality. Arrowing down this column would give him/her information about health, strength, oxygen, etc. arrowing right would then take him/her to the ammo column. Arrowing down this column would announce the amount of ammunition available for each weapon carried.

Of course, in such a setup, your pause key would become your stat key. You might then have a modifier key that allows access to quick bits of info, like 7+1 for ammo, 7+2 for health, etc.

I do agree that detecting combinations in a profiler might be difficult. The problem with the pres this, then this approach is that you then can't decide when and when not to prompt a player for combinations. For example, what if a player wants punch on button 1, but fire weapon on 8+1. Suppose another player prefers it in reverse?

The best approach might be to use the BT style of input recognition, keydown+key press, assuming game controllers support and pass these same parameters. In this way, the profiler could say button 7 is in a keydown state, and key 1 was just pressed, so assume key 7 is the modifier, and key 1 is the activator.

Granted I've no clue how difficult that would be in practice, since I'm no programmer, but if it's doable, it'd probably be your best bet.

Kai

----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, January 18, 2011 4:56 PM
Subject: [Audyssey] fJoystick Support was Logitech F510


Hi Kai,

Well, its like this. DirectInput can certainly handle multiple button
states. I do a little of that for walk, run, jump, etc. While
DirectInput certainly supports multiple buttons together to combined
moves my problem is creating a profiler that can map multiple buttons
at the same time I.E. be able to hold two buttons down and map them
both at the same time to a certain function.

For example, there are a lot of status functions like speak ammo,
speak health, speak strength, etc. Well, it makes sence if I created a
speech modifier button and hold that down with fire weapon it would
speak ammo. That's a logical button asignment. Problem is there are
things like speak health that doesn't have an associated action like
fire weapon, and you have to hold down the speech modifier key and the
speak health button at the same time to map them. I haven't figured
out how to do that yet.

I suppose one way to do it would be to ask for a modifier button,
press it, and then it asks you what button you want to use to speak
health etc. Basically, break it down into multiple steps like this.

"Please, select the speech modifier button."
"Please, select a button to speak health."

If done that way I imagine i could easily map more than one button to
any function. it just would involve more steps.


HTH


On 1/18/11, Kai <kaixi...@sbcglobal.net> wrote:
Greetings Thomas.

A lot of console games, rather than assigning a specific function to every key, assign certain keys as modifiers, so that holding a key + another key
performs a function.

Lets take our Rumble 2 / F510 gamepad and MOAT as an example:
One could hold down L2 (Button 7, the bottom left shoulder button) as a
modifier. Pressing left/right would then make Angela run in the respective
direction. Pressing up would then cause her to climb, and pressing down
could then make her crouch.

Holding R2 (Button 8, the bottom right shoulder button) plus a direction
could cause Angela to jump in the appropriate direction.


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