Hi Valiant,

Well, the joystick input code doesn't work that way. In order to even
attempt something like that I'd have to rewrite my joystick input
code. Since I have already written it, it is debugged and working in
the G3D Engine, I'm obviously not going to do that. I'm less than a
week out from releasing MOTA beta 17.



On 1/19/11, Valiant8086 <valiant8...@lavabit.com> wrote:
> How about only assigning the button when it is released, that way you
> can go  imaginary code here:
>
> bool Button1Pressed false
> bool button2pressed false
> if anyButton is pressed
> if button1 null
> button1 = anyButton
> elseIf !button1 null
> if button2 null
> button2 = anyButton
> elseIf !button2 null
> speak ("Only two buttons can be assigned to a functin")
> retry assignment
> end if
> end if
> if !anyButton is pressed
> if !button1 null
> if button2 null
> assign function to button1
> elseIf !button2 null
> assign function to button1+button2
> end if
> end if
> end if
>
> Ok I just desperately confused myself but hey I tried. *grin*. I don't
> know how to explain my thought, or how doable it is based on how you are
> able to interact with the joystick's information. The attempt to explain
> it is don't assign the function until a button has been pressed and then
> released, and when a button is pressed, if it is the second button
> pressed with another button being pressed down at that time too, assign
> the first button to be your modifyer with the second button as the
> actual button to perform the action once both buttons have been released.
>
> Ok I'm going to go press a couple of buttons that should hopefully
> remove this headache I just gave myself. rofl
>
>
>
> if button1pressed
> if !button2pressed
>
>
> You just have to complicate matters depending on how the joystick
> interaction code really works, and also check every possible button.
>

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