Controller inputs
Details
Kode wheel segment | Controls/Controller |
Style | Control |
Modifiers | pressed / released / without remapping / without keyboard remapping / without mouse remapping / without virtual controller remapping / down direction / up direction / left direction / right direction |
Primarily WHEN/DO | WHEN |
Pre-made brains that use it | Unknown |
Controls > Controller> Controller inputs
Description
This sub menu contains all the inputs for an Xbox-style controller.
The controller buttons are remapped to keyboard and touch alternatives automatically. These tiles cannot be used in the display layer, use icons instead. All controller inputs are available except View, Menu and Xbox buttons.
See Remapping Controls table.
Example Code
WHEN [Y] DO [shoot]
As long as the Y button is held down the player will shoot
WHEN [Y][pressed] DO [shoot]
As soon as the Y button is pressed the player will shoot once (single frame action)
WHEN [left trigger][and][right trigger] DO [hologram]
Both left and right triggers need to be pressed together to execute the command
Modifiers
pressed: Creates a single frame input as soon as the button is pressed
released: Creates a single frame input as soon as the button is released
without keyboard remapping: disables automatic remapping for keyboard alternatives for this input only
without mouse remapping: disables automatic remapping for mouse alternatives for this input only
without virtual controller: disables automatic remapping for touch alternatives for this input only
without remapping: disables automatic remapping for keyboard , mouse and touch for this input only
down direction: Used with stick or D pad. Runs the DO side if the stick or D-pad are moved down
left direction: Used with stick or D pad. Runs the DO side if the stick or D-pad are moved left
right direction: Used with stick or D pad. Runs the DO side if the stick or D-pad are moved right
up direction: Used with stick or D pad. Runs the DO side if the stick or D-pad are moved up
Other Uses
None