remapKey(KEY_UP, controlconfig[1]);
remapKey(KEY_LEFT, controlconfig[2]);
remapKey(KEY_LSHIFT, controlconfig[3]);
remapKey(KEY_RIGHT, controlconfig[4]);
remapKey(KEY_DOWN, controlconfig[5]);
remapKey(KEY_SPACE, controlconfig[6]);
switch (assign)
{
case 1:
controlconfig[1] = getLastKey();
break;
case 2:
controlconfig[2] = getLastKey();
break;
case 3:
controlconfig[3] = getLastKey();
break;
case 4:
controlconfig[4] = getLastKey();
break;
case 5:
controlconfig[5] = getLastKey();
break;
case 6:
controlconfig[6] = getLastKey();
break;
}
controlconfig[0] = 1;
assign = 0;
saveVars("config.stp", "config");
if (controlconfig[1] != KEY_UP){remapKey(KEY_UP, KEY_LWINDOWS);}
...
DilloDude wrote:But if I set a key to c, and then I set it to d, Both c and d will work. Is there a way I can fix this? Maybe have another array with the previous set keys?
remapkey(i, i);
“A problem I found is when entering a new key to a key that is already remapped previously, then it can start to cause problems with the keys in the game
The solution I found is before you remap the keys, remap every key in the pocket pc to a key that is not used when running the game.
remapKey(KEY_POCKET_UP, KEY_g);
remapKey(KEY_POCKET_DOWN, KEY_g);
remapKey(KEY_POCKET_LEFT, KEY_g);
remapKey(KEY_POCKET_RIGHT, KEY_g);
remapKey(KEY_POCKET_A, KEY_g); ……………………….
Where the key g is not used in the game.
Also in the Config - game properties – I left all the keys to be remapped blank. When the game starts I use a saved file to load and remap the keys.”
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