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#42 (permalink) |
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Zuner
Join Date: May 2008
Posts: 56
Reputation: 27
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How To: Zune 30 Controls.
(sorry for not doing this myself, I don't have a zune right now so if i wrote it i couldn't test it). In the file \Systems - Managers\InputWrapper.cs line 19 to 30 where it says: Code:
public struct ThumbStick
{
public float X;
public float Y;
public void Update(Vector2 vector)
{
X = vector.X;
Y = vector.Y;
// ADD your custom logic here
}
}
The code should be something along the lines of: Code:
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.[Direction] == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
{
X or Y = 1 or -1; depending on which button
}
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#43 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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Well, I just added that, and now i'll test it out. I will let everyone know how it goes.
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#44 (permalink) |
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Support Team
Expert Zuner Join Date: Nov 2007
Posts: 2,928
Reputation: 189
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Sweet, zune 30 controls. I'll try and get em in now.
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#45 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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well, i added all of that code and it works pretty well
I don't see any need to do it differently, I mean it does everything that the d-pad should do. You don't need to worry about sensitivity like you do for touch or anything. add this to the area stated by Pauliver Code:
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Down == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
{
Y -=1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Up == ButtonState.Pressed)
{
Y += 1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
{
X -= 1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
{
X += 1;
}
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#48 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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Go to the Systems - Managers folder. under that is inputwrapper.cs. Open that Expand the region PINPUT near the top. under that you'll find the public Struct Thumbstick, and under that is the update, add that code to the update method
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#51 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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No problem, glad to help, i would just upload it, but there's little point when it's just like 8 lines of code.
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#53 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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Ok, this is a link to the z30 fixed controls... and pauliver, let me know when you get an update, i'll remove this link.
http://files.filefront.com/wormsrar/.../fileinfo.html
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#55 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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#56 (permalink) |
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Experienced Zuner
Join Date: May 2008
Posts: 127
Reputation: 10
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Whoa, this is a huuuge advancement over the last version. And kudos to Arthur also, the art is really sweet. Amazing game man can't wait until the wireless multiplayer, and all of that other good stuff gets put in
![]() Last edited by DareckT : 05-22-2008 at 05:41 PM. ![]() |
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#57 (permalink) |
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Jr. Member
Join Date: Nov 2007
Location: Pennsylvania
Posts: 389
Reputation: 25
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Me either, this will be a sweet 2 v 2 for when you're bored... i can't wait for the future of zune games... if we could get an rpg with coop that would be so amazingly fun... just 2 people playing an rpg wirelessly....
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#58 (permalink) |
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Squirt
Join Date: Sep 2007
Posts: 18
Reputation: 10
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Wow nice game
we just need bot support and an auto end button this game could be a time waster for sure
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#59 (permalink) |
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Support Team
Expert Zuner Join Date: Nov 2007
Posts: 2,928
Reputation: 189
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Wow, this game is a lot funner when you can move!! And btw, we need a way to end turns.
![]()
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