Re: [Audyssey] fJoystick Support was Logitech F510

2011-01-19 Thread Thomas Ward
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  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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Re: [Audyssey] fJoystick Support was Logitech F510

2011-01-19 Thread Valiant8086
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.


On 1/18/2011 7:56 PM, Thomas Ward wrote:

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  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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Re: [Audyssey] fJoystick Support was Logitech F510

2011-01-18 Thread Kai

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" 

To: "Gamers Discussion list" 
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  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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list,
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