woofdg79
21 Sep 2009, 22:12
Hey everyone,
Currently I'm working on a setup that maps the controls of WA to a PS2 controller in the style of the controls from the PS1 version of WA. So far it has been alright, but I've hit a few snags and am unsure of how to go about them.
Before I say more, I'm using XPadder and AutoHotKey to make this. Also, I downloaded CyberShadow's controller script to look at, but it doesn't follow the PS1 layout and isn't for a PS2 controller. So unfortunately it hasn't helped much in this matter
I have 2 main problems, everything else is fine. The first, is changing the grenade timer and/or bounce level. These have to be done in a loop style fashion in order for it to increment the correct way. Unfortunately they cycle through 1 time and then stop with my AutoHotKey script. I don't know how to get them to keep cycling. However in Notepad or anything else besides Worms it cycles fine. Why that is I'm not sure.
The second problem is kind of hard to explain. The way my XPadder setup is... setup, is that there are 2 sets of controls. Set 1 has all the main controls (walk, aim, jump, backjump, shoot, etc). But in the PS1 version if you hold down "Square" the dpad emulates the mouse. Also when you hit "Select" or "Start" the mouse is emulated on the dpad as well. That's where Set 2 comes in, when holding down Square or pressing either Start and Select goes to Set 2 which does nothing more than change the dpad into mouse controls and "X" is used as Left-Click.
Everything with the sets seemed to work all fine and dandy, until I tested out the Air Strike. When the air strike gets selected the mouse still has to be emulated in order to say where to place it. This poses a problem since when you hit "X" while it Set 2 it brings you back to Set 1.
How I would get the XPadder to notice that you've selected an air-strike style of weapon is beyond me. I would only imagine that you'd have to hard-code the controller settings into Worms.
I'm not sure how anyone could help me out with the 2nd part of my problem, but does anyone know how to get a set of "If / else if" statements inside the overall infinite loop to actually start over? Even though it does it fine outside of Worms lol.
I've hit a dead end haven't I? Enabling a controller setup option in the next update of Worms would be awesome :P
P.S.
Please don't tell me to map the controls to something else. My goal is to perfectly emulate the PS1 version, not make a knock-off that's like 85% the PS1 version.
Currently I'm working on a setup that maps the controls of WA to a PS2 controller in the style of the controls from the PS1 version of WA. So far it has been alright, but I've hit a few snags and am unsure of how to go about them.
Before I say more, I'm using XPadder and AutoHotKey to make this. Also, I downloaded CyberShadow's controller script to look at, but it doesn't follow the PS1 layout and isn't for a PS2 controller. So unfortunately it hasn't helped much in this matter
I have 2 main problems, everything else is fine. The first, is changing the grenade timer and/or bounce level. These have to be done in a loop style fashion in order for it to increment the correct way. Unfortunately they cycle through 1 time and then stop with my AutoHotKey script. I don't know how to get them to keep cycling. However in Notepad or anything else besides Worms it cycles fine. Why that is I'm not sure.
The second problem is kind of hard to explain. The way my XPadder setup is... setup, is that there are 2 sets of controls. Set 1 has all the main controls (walk, aim, jump, backjump, shoot, etc). But in the PS1 version if you hold down "Square" the dpad emulates the mouse. Also when you hit "Select" or "Start" the mouse is emulated on the dpad as well. That's where Set 2 comes in, when holding down Square or pressing either Start and Select goes to Set 2 which does nothing more than change the dpad into mouse controls and "X" is used as Left-Click.
Everything with the sets seemed to work all fine and dandy, until I tested out the Air Strike. When the air strike gets selected the mouse still has to be emulated in order to say where to place it. This poses a problem since when you hit "X" while it Set 2 it brings you back to Set 1.
How I would get the XPadder to notice that you've selected an air-strike style of weapon is beyond me. I would only imagine that you'd have to hard-code the controller settings into Worms.
I'm not sure how anyone could help me out with the 2nd part of my problem, but does anyone know how to get a set of "If / else if" statements inside the overall infinite loop to actually start over? Even though it does it fine outside of Worms lol.
I've hit a dead end haven't I? Enabling a controller setup option in the next update of Worms would be awesome :P
P.S.
Please don't tell me to map the controls to something else. My goal is to perfectly emulate the PS1 version, not make a knock-off that's like 85% the PS1 version.