![]() If that area happened to be over a box for the strikes then act differently.īut that wouldn't work if you used a different scheme and the weapon panel was resized. The only thing I can think of for knowing when the air-strike stuff has been selected, would be to try and figure out where on the screen the cursor was when a weapon was selected. That should be about it, unless I'm missing something. If Paused Game / Selecting Weapon : D-Pad becomes cursor Select Strike / Homing Missle Target : D-Pad to move cursor, X to select ![]() Straight Jump / Back Flip : Circle / Double-Circle Jump / Backhop : Triangle / Double-Triangle Walk left/right : D-Pad left/right arrows Here are the PS1 controls in case anyone doesn't know or is interested. When you select an air-strike the mouse stays out and you select where to strike with "X" (mouse being the arrow). Or is it that pressing X acts as something else (Fire, instead of select? I don't know the PS controls) when using mouse? Unfortunately it sounds like everyone is in agreement that you can't actually have it recognize the air-strike style weapons.Īm I right in thinking the mouse disappears once you have selected air strike and press square to use the mouse again? My goal is to perfectly emulate the PS1 version, not make a knock-off that's like 85% the PS1 version. Please don't tell me to map the controls to something else. I've hit a dead end haven't I? Enabling a controller setup option in the next update of Worms would be awesome :P 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 would only imagine that you'd have to hard-code the controller settings into Worms. How I would get the XPadder to notice that you've selected an air-strike style of weapon is beyond me. This poses a problem since when you hit "X" while it Set 2 it brings you back to Set 1. ![]() When the air strike gets selected the mouse still has to be emulated in order to say where to place it. 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.Įverything with the sets seemed to work all fine and dandy, until I tested out the Air Strike. Also when you hit "Select" or "Start" the mouse is emulated on the dpad as well. But in the PS1 version if you hold down "Square" the dpad emulates the mouse. Set 1 has all the main controls (walk, aim, jump, backjump, shoot, etc). setup, is that there are 2 sets of controls. The second problem is kind of hard to explain. However in Notepad or anything else besides Worms it cycles fine. I don't know how to get them to keep cycling. Unfortunately they cycle through 1 time and then stop with my AutoHotKey script. These have to be done in a loop style fashion in order for it to increment the correct way. The first, is changing the grenade timer and/or bounce level. I have 2 main problems, everything else is fine. So unfortunately it hasn't helped much in this matter 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 far it has been alright, but I've hit a few snags and am unsure of how to go about them.īefore I say more, I'm using XPadder and AutoHotKey to make this. ![]() 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |