Author Topic: Native Joypad Support in Blockland.  (Read 3031 times)

I got my adapter today for my dual shock for PS1 and I decided to try activateJoystick until later I saw it was removed.

The Torque engine in BL was built on May 24th, 2010. I decided to remap a button until I noticed It said for one, "JOYSTICK1".

So it is possible, but actual joystick support (Like on the 360.) doesn't work. So if you wish, go ahead and try.

And also for proof:



Discuss.

EDIT: I have thought. after awhile that this was actually in BL all along. Just that Badspot didn't want to implent it in the controls GUI.

Also, I have wrote a quick client script that loads the required commands to use this. It's really nothing, just for the people who want to actually try it out

Get it here!


Known bugs: Can only map when actually in the game.
                      No axis support.

« Last Edit: June 12, 2010, 12:25:19 PM by TomTheGeek »


Neat.

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sdfaasdf Damn it, Stik.

Joypad doesn't really fit with a 'Building Game'.

Joypad doesn't really fit with a 'Building Game'.

Some people actually wanted like wiimote support or other things similar to that nature. This is good news for them.

This is okay for the people who prefer the 360 way of playing DM's on Blockland.

Neat.

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sdfaasdf Damn it, Stik.


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*Insert Rage Here*

Seriously loving stop it. Just turn it off in the options.


Warning - while you were reading a new reply has been posted. You may wish to review your post.
*Insert Rage Here*

Seriously loving stop it. Just turn it off in the options.

You sir just save me alot of energy.

This is okay for the people who prefer the 360 way of playing DM's on Blockland.

This is now another reason for me to buy the wireless adapter.

I'm sure you could probably bind control sticks using some kind of console command.


We're talking about native support.

We're talking about native support.
Too bad.
I think Badspot would much rather you use joy2key than take the time to program complete joypad support.

This isn't a suggestions topic though.

This is THE real deal. By the way the sticks would have to override mouse movement.

Unless you make another function that does the exact same thing.