I believe it is more feasible than it was when I did it. There's a great controller plugin that I coded, that is imho, like 20 million times better than what I had to use.
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lblstatus.Text=String.Format("BATTERY STATUS: %d",gamepad.BatteryStatus());
while (gamepad.PressAnyKey()==-1)
{
Wait(1);
}
player.Say("Button pressed is button %d",gamepad.PressAnyKey());
Controller*gamepad;
function game_start()
{
gamepad = Controller.Open(0);
}
if (gamepad.GetAxis(0) < -200)
{
//LEFT
}
else if (gamepad.GetAxis(0) > 200)
{
//RIGHT
}
if (gamepad.GetPOV() == ePOVUp)
{
cEgo.y--;
}
int i=0;
String app="";
while (i < gamepad.ButtonCount+2)
{
app = app.Append(String.Format("button %d is %d[",i, gamepad.IsButtonDown(i)));
i++;
}
cEgo.SayBackground(app);
//this will parse all the buttons' states and print them on the screen.
if (gamepad.IsButtonDownOnce(11))
{
//click on UI
}
if (gamepad.IsButtonDownOnce(11))
{
gamepad.Rumble(65535, 65535, 40);
}
lblstatus.Text=String.Format("BATTERY STATUS: %d",gamepad.BatteryStatus());
while (gamepad.PressAnyKey()==-1)
{
Wait(1);
}
player.Say("Button pressed is button %d",gamepad.PressAnyKey());
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