Game Development Community


#1
02/22/2007 (10:07 pm)
Hi Dave,

I am using the 360 Controller and, as a test, I switched the fire button from A to dpad. I had no problems. So, I would guess it is not a problem with the xinput implementation.

However, if you have another key mapped to same function as the function you are trying to map to dpad, it wont work. Stock TGEA only allows for one mapping per function. I am just guessing, but if you find that this is the case, you may want to implement Tom Spilman's resource on binding multiple keys to a single function.

Hope this helps.
Todd

edited for spelling
#2
02/23/2007 (9:29 am)
This also could be the very simple "delete your config.cs/config.cs.dso files when making changes to default keybinds" programmer flow.

I don't want to go into extreme detail, but this is needed whenever you change an input bind since our keybinding/rebinding systems loads a config.cs file automagically after loading the defaults in the case where a player has remapped their keys.

This has a side result from the developer's perspective of over-writing the first time any keys have been re-bound, since the config.cs does not contain the update yet (it will on the first successful change with the previous files deleted).
#3
02/26/2007 (10:42 am)
Hi Dave,

There are two small differences, 1) I am using bind instead of bindcmd and 2) I am using xinput0 as the device instead of joystick.

So, my bind is like this:

movemap.bind(xinput0, dpadu, ssFire);


Todd