Software Support > GroovyMAME

Lightgun flasher over groovymame in fullscreen

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phasermaniac:
Thanks I thought it would be easy, but I'm pretty lost with your code.

psakhis:
I fixed P2 offset. For refactor options i need some more time.

Just the condition you looking for is manager.machine.ioport.ports[button.port]:field(button.mask).player

phasermaniac:
It works, but...
-Bear in mind that the guns may not be necessarily GUNCODE_1 and GUNCODE_2 it depends on the order Windows detects "mice". So in my system my guns are 1 and 3, because I have a trackball too. I think you can get the guncode from the "key" value GUNCODE_X_BUTTON1, so you make sure that guncode of key and coords of offscreen action is from the same device.
-I made an "stress test" in Zombie Raid, that is a very dark game:
I create 2 "gunlight buttons" for the same "key": one with GUNCODE "guncode_offset" "yes " and the other "no" to get the offscreen reload, some shoots do't register. It doesn't seem to happen if I delete the  "guncode_offset" "yes " gunlight buttons.
I don't understand why this happens
Thanks

psakhis:
Yeah, i think 2 bindings problem is a reminiscence of autofire plugin code, i had seen it when clean a bit.

I'll just rewrite and clean up the plugin with your tips about renaming and reordering.

phasermaniac:
Nice, thankks!

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