Author Topic: XBOX 360 Controller compatibility  (Read 573 times)

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Offline NightGoD

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XBOX 360 Controller compatibility
« on: January 02, 2010, 08:46:34 PM »
Is the Xbox 360 controller compatible or is there settings that i can change in the action maps to allow it to do so?

So far when i connect it it only have the standard Crysis movements.

Offline Lprsti99

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Re: XBOX 360 Controller compatibility
« Reply #1 on: January 02, 2010, 08:53:56 PM »
Honestly, I don't know, I'd suspect you'd have to adjust the actionmaps.xml file, but, honestly, a 360 controller just doesn't have enough buttons to be used for MWLL.  3 weapons groups MINIMUM, zoom, coolant dump, eject, power up/down, auto-power down override, PTT (if you use it) all of the targeting buttons.... the list goes on.  I'm sure someone here can give you the actionmaps to edit, but I'd suggest sticking with either K&B, or, even better, a joystick.

Offline NightGoD

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Re: XBOX 360 Controller compatibility
« Reply #2 on: January 02, 2010, 08:57:40 PM »
problem with joysick for me is its bulky, and not easy to store when im not suing it :(

teh 360 controller fits nicely into a drawer :p

Ill pll a joy stick out and try but honestly the 360 controller is much preferred.

Offline dizzyone

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Re: XBOX 360 Controller compatibility
« Reply #3 on: January 02, 2010, 10:44:07 PM »
I actually played a bit in a jet with the xbox controller, I used the aruins example actionmap.xml though. Mech, jet and vehicle steering should be possible with the amount of keys.

left stick up and down -> throttle
left stick right and left -> turn left and right
left stick click -> stop

right stick up and down -> torso pitch
right stick left and right -> torso twist
right stick click -> jump jet

dpad up -> nearest enemy
dpad down -> enemy under crosshair
dpad left and right -> previous and next enemy

LB -> Boost
RB -> Zoom

LT -> firegroup 2
RT -> selected firegroup

A -> interact
B -> next firegroup
X -> previous firegroup
Y -> powerup/shutdown

select -> coolant
start -> radar

You'd still need a keyboard, but I could probably live with these, although I might just use the abxy buttons for firegroups and figure out something else.



Offline NightGoD

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Re: XBOX 360 Controller compatibility
« Reply #4 on: January 03, 2010, 06:41:07 AM »
I actually played a bit in a jet with the xbox controller, I used the aruins example actionmap.xml though. Mech, jet and vehicle steering should be possible with the amount of keys.

left stick up and down -> throttle
left stick right and left -> turn left and right
left stick click -> stop

right stick up and down -> torso pitch
right stick left and right -> torso twist
right stick click -> jump jet

dpad up -> nearest enemy
dpad down -> enemy under crosshair
dpad left and right -> previous and next enemy

LB -> Boost
RB -> Zoom

LT -> firegroup 2
RT -> selected firegroup

A -> interact
B -> next firegroup
X -> previous firegroup
Y -> powerup/shutdown

select -> coolant
start -> radar

You'd still need a keyboard, but I could probably live with these, although I might just use the abxy buttons for firegroups and figure out something else.




can you point me to the right direction for that action map?

the issue i have with action maps is i dont know the code requires for each of the controller buttons. so modding the file would be difficult

Offline dizzyone

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Re: XBOX 360 Controller compatibility
« Reply #5 on: January 03, 2010, 08:08:42 PM »
Sorry to have mislead you, those were the binds I'd prefer to have, the actionmap came with the zip but has a completely different setup and isn't playable with the controller alone (misses firegroups iirc).

What you can do is just add    <key name="xi_keyname"/> to any action in the actionmap.xml to do multiple binds for the same action. These are the names for the keys AFAIK:

xi_shoulderl
xi_shoulderr
xi_triggerl_btn
xi_triggerr_btn
xi_a
xi_b
xi_x
xi_y
xi_back
xi_start
xi_thumbr (right analog click)
xi_thumbry (right analog y-axis)
xi_thumbrx (right analog x-axis)
xi_thumbl (left analog click)
xi_thumbly (left analog y-axis)
xi_thumblx (left analog x-axis)
xi_dpad_right
xi_dpad_down
xi_dpad_up
xi_dpad_left

http://dev.bluemars.com/wiki/index.php/ActionMap_Manager#Overview

Offline corpgus

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Re: XBOX 360 Controller compatibility
« Reply #6 on: January 10, 2010, 04:33:57 PM »
Sorry to ressurect a dead topic, but assuming you have some way of using the buttons on the controller that crisis doesnt there are enough buttons to make a very nice setup, of course I dont know how to map keys and whatnot, but heres what I was rollnig on it for MW4 Mercs and I think could roll nice for MWLL at least for the mech aspect.
Left Trigger =Slow down Reverse (accellerate)
Right Trigger= Speed up Forward (Decel)
Right Bumper= Nearest enemy
Left Bumper =Passive Radar/ Active Radar
A= Fire group one
B= Fire Group two
Y= Fire Group Three
4= Either Fire Group 4 or Light amplification.(I havent seen it in MWLL, but that was the button in Mercs I used it for) Or Zoom
Dpad up= Override shutdown
Dpad right= Look Right (Tophat right)
Dpad left = Look Left (Tophat Left)
Dpad Down= Look back (Tophat down)
Select button = Torsos twist left
Start Button = Torso Twist Right
Pressing Left Stick Down (Jump Jets)
Right Stick Down Possible Zoom if you can get analog stick recognized for the right side.

The Left stick would allow you to control direction. I would think you could put your torso controll on the other stick for twist left twist right, but MW4 only recognized the left analog stick therefore it was harder.

Did I miss any of the key buttons?