The Gamepad, Cortex Command, and You.
The Gamepad, Cortex Command, and You.
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Gamepad, Cortex Command, and You.
X Bawks 360 - Wired
Left analog for movement Right analog for aiming - sharp aim is sensitive enough for 'you push farther over, it zooms farther' Left and right shoulder buttons - Cycle through actors
Right trigger - Shoot Left trigger - Pie Menue
I have 3 wired controllers, and if I have friends who will play, we do 3 V CPU, or we just *attempt* FFA, by only having 1 actor at a time, and just play forever. I did that for a good 5 hours non stop. it was a riot.
I can not do Keyboard/mouse or just keyboard because of bad circulation, and my desk, after about 30 minutes my hands and arms go numb, and they ache for several hours. i need 1 of those pads for my wrist to rest on. for TF2 and GMod I actually have to take breaks every 20 minutes or so because of my wrists, or just camp. For some reason I dont have this problem with just my mouse-hand.
Also Contrary, How the hell do you play with a guitar controller? explain this please.
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Thu Feb 25, 2010 12:54 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: The Gamepad, Cortex Command, and You.
Green Red Yellow and Blue are directions, Orange is pie menu, Strum Down is fire, Strum up is jetpack. Select is like sharp aim or something but I never use it. Start is main menu. It's actually pretty boring but the idea is pretty rad.
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Thu Feb 25, 2010 2:08 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The Gamepad, Cortex Command, and You.
What does star power do?
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Thu Feb 25, 2010 3:10 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: The Gamepad, Cortex Command, and You.
and whammy bar?
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Thu Feb 25, 2010 5:32 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: The Gamepad, Cortex Command, and You.
Uhhh... I actually can't remember. I change it around a lot. Probably something dumb. I think whammy bar is "back" and star power...? I'm not sure what I did with that. Probably nothing. I lied, I actually don't use it all the time. I use mouse.
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Thu Feb 25, 2010 7:19 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: The Gamepad, Cortex Command, and You.
I'm a strict keyboard only player, but I recently stumbled upon a neat little app for the iPod Touch/iPhone called JumiGamer, which basically turns your iPod/iPhone into a gamepad.
It works via BlueTooth (So a BT receiver is required) and does pretty muh everything a regular gamepad does + accelerometer stuff.
Didn't get to test it yet though, having trouble making the goddamn thing actually run on my iPod (Keeps crashing). >_________>'
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Sat Feb 27, 2010 11:36 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Gamepad, Cortex Command, and You.
Contrary wrote: Uhhh... I actually can't remember. I change it around a lot. Probably something dumb. I think whammy bar is "back" and star power...? I'm not sure what I did with that. Probably nothing. I lied, I actually don't use it all the time. I use mouse. whammy for sharp aim, you could control how far it sharp-aims. most guitars have a D-Pad. the 360's X-Plorer has an extra tilt axis that isn't actually used, but registers. 100% is if its lying flat, and 50% is if its being held properly, laying it strum-bar down still gets 100%, but yeah, its along the axis that the neck runs along. I can think of no valid use for this other than if they made star-power a note like it was in Guitar-freaks, and then actually activate starpower by doing some kind of crotch-thrust. but back on topic.... Most controllers have some sort of force-feedback IE rumble/shock. Any thoughts on needlessly adding this to CC as lua, just for the pointless nostalgia of it? I can make *some* files for force-feedback with FL-Studio (its called the fruity vibrator, and gee I wonder why they made it to sync with music ) but I have no way to test it. I figure they could be named the same as an appropriate .wav/mp3/ogg and have lua set to check when sounds are loaded and look for a force-feedback file with the same name, and run both at once. then you could have rumble that matches the sounds. Meh, that's a stupid idea.
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Sun Feb 28, 2010 12:56 am |
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clOWN
Joined: Wed Dec 30, 2009 10:44 pm Posts: 64 Location: Oregon USA
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Re: The Gamepad, Cortex Command, and You.
After playing with some friends, I found that the ps1-2 troller with the dual hats is the perfect way to play. Even base building is easy with it. I slaughtered them both with an autoshotty dummy .
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Mon Mar 15, 2010 6:32 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Gamepad, Cortex Command, and You.
clOWN wrote: After playing with some friends, I found that the ps1-2 troller with the dual hats is the perfect way to play. Even base building is easy with it. I slaughtered them both with an autoshotty dummy . thats exactly like a 360 controller, the left thumbstick/hat just happens to be swapped with the DPad. -edit Woops, that might have been a necro, it was under new posts though T_T...
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Mon Mar 15, 2010 1:41 pm |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: The Gamepad, Cortex Command, and You.
Here is another example of how slowly the Gamepad traverses the map:
Say you're in build-mode and you go to the top of the map... (a tall map, such as Trading Center) And you place a single Coalition soldier.
You cannot watch him impact the ground; after about 2 seconds he will fall faster than you can keep up with.
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Mon Mar 15, 2010 4:32 pm |
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clOWN
Joined: Wed Dec 30, 2009 10:44 pm Posts: 64 Location: Oregon USA
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Re: The Gamepad, Cortex Command, and You.
Oh sorry for the possible necro O_o. Anyways I have always done better with a dpad over tophat for movement on any 2d/platform game. aiming is very nice with right hat though.
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Mon Mar 15, 2010 7:06 pm |
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MrMcdeath
Joined: Sun Mar 14, 2010 6:33 am Posts: 41
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Re: The Gamepad, Cortex Command, and You.
I will be able to play 4-player with wireless 360 controllers if/when I get the xbox 360 wireless gaming reciver for windows. Microsoft just HAS to make you pay for every little thing...
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Mon Mar 15, 2010 7:14 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: The Gamepad, Cortex Command, and You.
Does the gamepad have assigned numbers for lua actions? e.g. alternate fire/melee? e.g. A=1 Z=26 - do thumbstick and abxy (xb360) have number assignments?
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Fri Mar 26, 2010 6:12 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: The Gamepad, Cortex Command, and You.
You can map them.
But on the note, I think there needs to be greater gamepad support. We have like a million buttons, why not use more than one or two. A button for reloading, buttons for weapons change, stuff like that. Why use the clumsy pie menu when we have millions of buttons? D-pad for AI commands (for the future when they don't suck), square for reload, triangle for change weapons. Stuff like that.
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Fri Mar 26, 2010 6:16 am |
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trystanr
Joined: Sat Oct 09, 2010 10:01 am Posts: 303 Location: Afrique d' Sud
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Re: The Gamepad, Cortex Command, and You.
Me? I play with keyboard/mouse 2 players i use keyboard/mouse , he uses numpad+direction arrow keys I find that annoying because in build mode, if he presses up, my thing goes up.etc 3 players = 3rd player uses xbox wired which works just so much because everything is smooth YAYEH Xbox controller User was warned for this post - Hey broskim, you really ought to not bump 7 month old topics with nothing to add - p3lb0x
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Mon Oct 11, 2010 10:01 am |
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