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WiiLi.org a new revolution
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Gekko
Joined: 07 Apr 2007 Posts: 1
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Posted: Sat Apr 07, 2007 4:11 pm Post subject: 2 player lightgun game |
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Hey,
first i want to thank the many users here on the forum because i can now play House of the Dead 3 on my television with my laptop an a wii remote.
Now, what would be great is to play the game with 2 players, each with a wii remote. I already tried a 2 Wii- mouse script, but that just doesnt do it. Is there a script that can fulfull my request or is it just impossible. I think is the last one will be true because it doesn't work if you use 2 regular mice. Maybe there is a possibility to translate de IR-information to a virtual analoge gamepad that the game does support. But making this in a way it's almost as good as the real thing is very hard??
Please give you're thougths, thx  |
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Gleasonator
Joined: 24 Feb 2007 Posts: 46 Location: Texas
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Posted: Sun Apr 08, 2007 6:03 pm Post subject: |
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Well what are the controls for players one and two? You can use a sensor bar and an IR script, one Wiimote working as a mouse and the other working as whatever the controls are for player two. _________________ I like cream soda...
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kunalkunal2
Joined: 13 Dec 2006 Posts: 279
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Posted: Sun Apr 08, 2007 7:08 pm Post subject: |
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I don't know if this will work for house of the dead 3 but it will work for house of the dead one.
So player one uses mouse and player 2 uses the keys.
So for player one use the IR script
and for player 2
use this which uses I.R for the keyboard.
| Code: | // Wiimote IR + Analog joystick (eg Nunchuk joystick) input
// mapped to digital (eg Keyboard) output, or analog (eg PPJoy) output
// Change the stuff below to match what you want
// by Carl Kenner
// Number of IR dots, set to 1 or 2
var.IRCount = 1
// change this if you only want to aim with IR sometimes, eg when they
// hold the B button would be var.Aiming = Wiimote.B
var.Aiming = True
// Additional aiming controls, for example if you want to also use the
// joystick to aim
//var.OtherJoyX = Wiimote.Nunchuk.JoyX + Wiimote.Classic.Joy1X
//var.OtherJoyY = Wiimote.Nunchuk.JoyY + Wiimote.Classic.Joy1Y
// Move this block to the bottom of the script for better performance
// Digital controls for vertical aiming
Key.Up = var.UpKey
Key.Down = var.DownKey
// Digital controls for horizontal aiming
Key.Left = var.LeftKey
Key.Right = var.RightKey
// Analog controls for vertical aiming
//PPJoy.Analog0 = var.PPJoyX
// Analog controls for horizontal aiming
//PPJoy.Analog1 = var.PPJoyY
// Find pointer coordinates 1024x768
if var.IRCount = 1 then
if wiimote.dot1vis then
Var.IRx = (1023-wiimote.dot1x)
Var.IRy = Wiimote.dot1y
Var.IRvis = true
else
Var.IRvis = false
end if
else
if wiimote.dot1vis and wiimote.dot2vis then
Var.IRx = 1023-(wiimote.dot1x+wiimote.dot2x)/2
Var.IRy = (Wiimote.dot1y+Wiimote.dot2y)/2
Var.IRvis = true
else
Var.IRvis = false
end if
end if
// Change in pointer position is mapped to "IR Joystick"
// You may need a minus sign in front of one of these
var.IRJoyX = MapRange(Smooth(Delta(Var.IRx),2), -20,20, -1,1)
var.IRJoyY = MapRange(Smooth(Delta(Var.IRy),2), -20,20, -1,1)
// Keep holding "IR Joystick" when aiming with pointer off the screen
if var.IRvis then
Var.Above = Var.IRy < 80
Var.Below = Var.IRy > 690
Var.ToLeft = Var.IRx < 80
Var.ToRight = Var.IRx > 940
else
if var.Above then
var.IRJoyY = -1 // offscreen speed
else if var.Below then
var.IRJoyY = 1 // offscreen speed
end if
if var.ToLeft then
var.IRJoyX = -1 // offscreen speed
else if var.ToRight then
var.IRJoyX = 1 // offscreen speed
end if
end if
if var.Aiming then
var.jx = Var.OtherJoyX + var.IRJoyX + var.LeftOverX
var.jjx = Var.OtherJoyX + var.IRJoyX + var.jLeftOverX
var.jy = Var.OtherJoyX + var.IRJoyY + var.LeftOverY
var.jjy = Var.OtherJoyX + var.IRJoyY + var.jLeftOverY
else
var.jx = Var.OtherJoyX + var.LeftOverX
var.jjx = Var.OtherJoyX + var.jLeftOverX
var.jy = Var.OtherJoyX + var.LeftOverY
var.jjy = Var.OtherJoyX + var.jLeftOverY
end if
if var.jx > 1 then
var.LeftOverX = Var.jx - 1
var.jLeftOverX = Var.jjx - 1
var.LeftKey = false
var.RightKey = true
else if var.jx < -1 then
var.LeftOverX = Var.jx + 1
var.jLeftOverX = Var.jjx + 1
var.RightKey = false
var.LeftKey = true
else
var.LeftOverX = Var.jx
var.jLeftOverX = 0
var.LeftKey = false
var.RightKey = false
end if
if var.jy > 1 then
var.LeftOverY = Var.jy - 1
var.jLeftOverY = Var.jjy - 1
var.UpKey = false
var.DownKey = true
else if var.jy < -1 then
var.LeftOverY = Var.jy + 1
var.jLeftOverY = Var.jjy + 1
var.DownKey = false
var.UpKey = true
else
var.LeftOverY = Var.jy
var.jLeftOverY = 0
var.UpKey = false
var.DownKey = false
end if
var.PPJoyX = EnsureRange(var.jjx, -1, 1)
var.PPJoyY = EnsureRange(var.jjy, -1, 1)
Wiimote.Led1 = 1 |
_________________ Check out my collection of my wii script's
freewebs.com/kunalkunal2 |
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Vixus

Joined: 29 Mar 2007 Posts: 56
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Posted: Sun Apr 08, 2007 11:07 pm Post subject: |
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If HoD3 can use joysticks why not just map some to PPJoy? Although, I admit, I could never get PPJoy to work with an app, although Windows worked fine. _________________ Java Coder... oh god...
Sensor bar designers... http://led.linear1.org/led.wiz |
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THEKIDD
Joined: 09 Apr 2007 Posts: 2
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Posted: Mon Apr 09, 2007 2:07 am Post subject: |
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thx i was interested on this 2 for House of the Dead 3
ima give it a try
eidt: it works great but its a little slow how can u increase the speed
thx |
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