Re: [Audyssey] fJoystick Support was Logitech F510
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. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] fJoystick Support was Logitech F510
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] fJoystick Support was Logitech F510
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.