Talk:Preprod:Scripted Analog Inputs: Difference between revisions
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(New page: Looks good generally. I think you need to work out what the axis_ 'other' inputs are specifically. It is also worth considering passing the analogue value to the bindKey function, or provi...) |
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I'd also have a look how other games do this. It seems, in theory, that you could bind our move_forward control to axis_y+ and move_backwards to axis_y-. [[User:EAi|eAi]] 14:41, 3 January 2009 (CET) | I'd also have a look how other games do this. It seems, in theory, that you could bind our move_forward control to axis_y+ and move_backwards to axis_y-. [[User:EAi|eAi]] 14:41, 3 January 2009 (CET) | ||
* As far as the getting the analog control state goes, deadzone is not a factor as we're getting the control state rather than the position of the analog stick. Right now ccw has added Deadzone configuration so when getting 'other' input values this could be taken into account. |
Latest revision as of 15:59, 3 January 2009
Looks good generally. I think you need to work out what the axis_ 'other' inputs are specifically. It is also worth considering passing the analogue value to the bindKey function, or providing a neat way to get to it - maybe they have to just use the 'get' function. It's worth bearing in mind the dead zone of analogue inputs, I'm not sure what level that's done at currently, so perhaps it can be ignored entirely.
I'd also have a look how other games do this. It seems, in theory, that you could bind our move_forward control to axis_y+ and move_backwards to axis_y-. eAi 14:41, 3 January 2009 (CET)
- As far as the getting the analog control state goes, deadzone is not a factor as we're getting the control state rather than the position of the analog stick. Right now ccw has added Deadzone configuration so when getting 'other' input values this could be taken into account.