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P.S. Replace all of your [CAPSLOCKED] Text arguments.
Its really really really really annoying.
Will set up automatic updates soon (:
Though I might tinker with GitHub actions to automatically deploy to mod.io some day, so that you wouldn't have to manually re-upload whenever the version changes - I'm assuming the process is a bit annoying, sorry about that!
https://spaceengineers.mod.io/uhianim200?preview=71896ddf67a2874ce21160c9ac30020d
You can set autoSensitivity to true , move thumbsticks to their maximum positions, and then turn it to false - this should set up the sensitivity for your XBox controller (:
There's also a new step type, SHIFT , which allows for direct input mapping (similar to ordinary rotation in gyroscopes) if you'd like to try that out.
Thanks again and please let me know if there are any more issues!
forward / backward / left / right => 2
up / down => 1
roll => 2
pitch / yaw => 18
I will add a configuration for the limits within the animation section and set them to XBox ones by default. Also working on direct input to movement translation, so that will be extra useful there.
In the meantime, could you please check if the newest version of the script fixes the input issue for you? If it doesn't, could you please describe what is happening exactly when you try it?
Though the values seem kinda wonky. On PC for example the move indicator doesn't go past -1 and +1. I'll see if I can find the actual limits for controllers somewhere!
https://pastebin.com/fgWrbNDB
[animation]
controllerDeadzone=25
Unfortunately, I cannot test this myself since I am playing on a PC.
However, if you would be willing to help me out, I should be able to fix it.
Please spawn this blueprint into your world and follow the instructions on the screen.
Then, send to me the result of the test stored in CustomData of the Control Seat . You can paste it to pastebin.com for convenience.
Once I have that, I should be able to resolve your issue (:
As for using LCD rather than a programmable block, I have now added support for this with the infoSurface parameter. Example:
[animation]
infoSurface=Your LCD name goes here
To use it, update the script to version 2.0.8 (:
However "ARGUMENT_<custom_argument> - triggers the script is executed with custom_argument". Works great. So using this with Timer Blocks; you will be able to create animations/automations.
-
@Jezor Man i love this script already. I'm still learning it. I have only 1 request. If possible. Can you add the use of an LCD screen. Rather than having it on the Programmable Block itself.
Looking forward to testing this out. really interesting.