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GlovePIE Wii-Mote Scripts
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chaotictails



Joined: 22 Feb 2008
Posts: 1

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PostPosted: Sat Apr 26, 2008 7:48 pm    Post subject: Kirby Tilt n Tumble Script

I'm trying to make a Kirby Tilt and Tumble Script for VisualBoy Advance, but I'm yet to prevail. So far I have:
Code:

// Kirby Tilt 'n' Tumble in VisualBoy Advance
Wiimote.Leds = 12
Key.Space = Wiimote.Minus
Key.Z = Wiimote.Two
Key.Enter = Wiimote.Plus
//Button Control
/*
Key.NUMPAD4 = Wiimote.Up
Key.NUMPAD8 = Wiimote.Right
Key.NUMPAD2 = Wiimote.Left
Key.NUMPAD6 = Wiimote.Down

If Wiimote.One
Key.NUMPAD8 = true
wait 300ms
Key.NUMPAD8 = false
Key.NUMPAD2 = true
wait 100ms
Key.NUMPAD2 = false
Wait 100ms
Endif
*/



//Tilt Control
Up = Wiimote.Right
Down = Wiimote.Left
Left = Wiimote.Up
Right = Wiimote.Down
If Wiimote.Pitch <= -20 and Wiimote.Roll <20 and Wiimote.Roll >-20
Debug = "Left"
Key.NUMPAD4 = true
Key.NUMPAD8 = false
Key.NUMPAD2 = false
Key.NUMPAD6 = false
Endif

If Wiimote.Pitch >= 20
Debug = "Right"
Key.NUMPAD6 = true
Key.NUMPAD8 = false
Key.NUMPAD2 = false
Key.NUMPAD4 = false
Endif

If Wiimote.Roll >= 20
Debug = "Up"
Key.NUMPAD8 = true
Key.NUMPAD2 = false
Key.NUMPAD4 = false
Key.NUMPAD6 = false
Endif

If Wiimote.Roll <= -20
Debug = "Down"
Key.NUMPAD2 = true
Key.NUMPAD8 = false
Key.NUMPAD4 = false
Key.NUMPAD6 = false
Endif

If Wiimote.Pitch <20 and Wiimote.Pitch >-20 and Wiimote.Roll <20 and Wiimote.Roll >-20
Debug = "Neutral"
Key.NUMPAD8 = false
Key.NUMPAD2 = false
Key.NUMPAD4 = false
Key.NUMPAD6 = false
Endif


But this only supports Direct Up, Down, Left, and Right. I'm not sure how to incorporate diagonal directions. The button control works pretty good though.
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sanderevers



Joined: 01 May 2008
Posts: 1

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PostPosted: Thu May 01, 2008 10:00 pm    Post subject:

I made a script which (sort of) uses the Wii Wheel.
Code:
//MicroSE GlovePie script for the official Wii Wheel.
//Supports 2 schemes (and 3 other modes). Press the A, B and Down button (DPAD) and choose your mode with + and -.
//Mode 1: Exact turn the wheel to control the X value.
//Mode 2: Simple, turn the wheel in any direction to set the max of that direction.
//Mode 3. (Home button) Stop the script.
//Mode 4: (One button) Show glovePie.
//Mode 5: (Two button) Hide glovePie.

//PPJoy config:
//Axes: 6 (X, Y, Z, Z Rotation, Slider, Slider)
//Buttons: 11  (Digital0/Digital10)
//POV hats: 2. (Digital11/Digital14)

//Quit if an expansion is found.
if Wiimote1.Expansion != 0 then
 ShowPie
 ExitScript
end if

//Set the center/reset value of the wheel. (Default = 0.3) set it to 0 if you wish to disable it.
var.pitch_reset = 0.3

if HeldDown(Wiimote1.B, 500 ms) && HeldDown(Wiimote1.A, 500 ms) && HeldDown(Wiimote1.Down, 500 ms) then
   //Change the mode.
   Wiimote1.Led3 = false
   Wiimote1.Led4 = false

   if Pressed(Wiimote1.Minus)then
      //Mode one: precize
      var.mode = true
      Wiimote1.Led1 = false
      Wiimote1.Led2 = true
   elseif Pressed(Wiimote1.Plus) then
      //Mode two: simple
      var.mode = false
      Wiimote1.Led1 = true
      Wiimote1.Led2 = false
   elseif Pressed(Wiimote1.Home) then
      //Mode three: off.
      ShowPie
      ExitScript
   elseif Pressed(Wiimote1.One) then
      //Mode four: Show Pie.
      ShowPie
      FlashPieWindow
   elseif Pressed(Wiimote1.Two) then
      //Mode five: Hide Pie.
      HidePie
   end if

else

   //Turn the wheel (steering)
   var.sp = (wiimote.RawForceZ) / 20

   if var.mode then
      //Set the led lights
      Wiimote1.Led1 = true
      Wiimote1.Led2 = false
      Wiimote1.Led3 = false
      Wiimote1.Led4 = true

      //Calculate the turn pitch
      if var.sp < -var.pitch_reset then
         //Left
         var.Analog0 = -1
      elseif var.sp > var.pitch_reset then
         //Right
         var.Analog0 = 1
      else
         //No pitch, so reset.
         var.Analog0 = 0
      end if
   else
      //et the led lights
      Wiimote1.Led1 = false
      Wiimote1.Led2 = true
      Wiimote1.Led3 = true
      Wiimote1.Led4 = false

      //Calculate the turn pitch
      if var.sp < -var.pitch_reset or var.sp > var.pitch_reset then
         //Left or right
         var.Analog0 = var.sp
      else
         //No pitch, so reset.
         var.Analog0 = 0
      end if
   end if

   //Set the value.
   PPJoy1.Analog0 = var.Analog0

   //Set the POV buttons
   PPJoy1.Digital11 = Wiimote1.Right       //Right = Up
   PPJoy1.Digital12 = Wiimote1.Down        //Down = Left
   PPJoy1.Digital13 = Wiimote1.Up          //Up = Right
   PPJoy1.Digital14 = Wiimote1.Left        //Left = Down

   //The remaining buttons
   PPJoy1.Digital0 = Wiimote1.A            //The A button
   PPJoy1.Digital1 = Wiimote1.B            //The B button
   PPJoy1.Digital2 = Wiimote1.One          //The One Button
   PPJoy1.Digital3 = Wiimote1.Two          //The Two Button
   PPJoy1.Digital4 = Wiimote1.Minus        //The Minus Button
   PPJoy1.Digital5 = Wiimote1.Plus         //The Plus Button
   PPJoy1.Digital6 = Wiimote1.Home         //The Home Button


   //You can create a special mapping for PPJoy if you wish.
   //1 Axis (X), 7 buttons, 2 POV hats. If you do so, then disable the code below.

   //Reset all other values.
   PPJoy1.Analog1 = 0
   PPJoy1.Analog2 = 0
   PPJoy1.Analog3 = 0
   PPJoy1.Analog4 = 0
   PPJoy1.Analog5 = 0

   PPJoy1.Digital7 = false
   PPJoy1.Digital8 = false
   PPJoy1.Digital9 = false
   PPJoy1.Digital10 = false
end if
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kuradon



Joined: 16 Mar 2008
Posts: 1
Location: Japan

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PostPosted: Sun May 11, 2008 4:05 am    Post subject:

My Wiiboard script.
Code:

//
// The Balance Board Walker 1.0 by kuradon
//
// Usage:
// 1. Start script and wait for detect balance board.
// 2. Press balance board button to calibrate.
// 3. Stand on the board straight while message "Neutral" display.
// 4. Now, you can control cursor key and left mouse button.
//
// Control:
// Walking on the board: Up cursor
// Continuous Left:      Left cursor
// Continuous Right:     Right cursor
// Continuous Back:      Down cursor
// Continuous Front:     Left click
// Blance Board button:  Calibrate and Center mouse cursor
//
//
//
// Initialize section:
// Detect first balance board.
// Read Factory Calibration Values.
//
if var.BalanceID = 0 then
   if     Wiimote1.HasBalanceBoard then
      var.BalanceID = 1
      Wiimote1.BalanceBoard.LED = true
// dummy reading value
      var.AA = ( WiimotePeek(1, 0x04A40024) shl 8 ) + WiimotePeek(1, 0x04A40025)
// first reading returns FF only
      var.A0 = ( WiimotePeek(1, 0x04A40024) shl 8 ) + WiimotePeek(1, 0x04A40025)
      var.B0 = ( WiimotePeek(1, 0x04A40026) shl 8 ) + WiimotePeek(1, 0x04A40027)
      var.C0 = ( WiimotePeek(1, 0x04A40028) shl 8 ) + WiimotePeek(1, 0x04A40029)
      var.D0 = ( WiimotePeek(1, 0x04A4002A) shl 8 ) + WiimotePeek(1, 0x04A4002B)
      var.A1 = ( WiimotePeek(1, 0x04A4002C) shl 8 ) + WiimotePeek(1, 0x04A4002D)
      var.B1 = ( WiimotePeek(1, 0x04A4002E) shl 8 ) + WiimotePeek(1, 0x04A4002F)
      var.C1 = ( WiimotePeek(1, 0x04A40030) shl 8 ) + WiimotePeek(1, 0x04A40031)
      var.D1 = ( WiimotePeek(1, 0x04A40032) shl 8 ) + WiimotePeek(1, 0x04A40033)
      var.A2 = ( WiimotePeek(1, 0x04A40034) shl 8 ) + WiimotePeek(1, 0x04A40035)
      var.B2 = ( WiimotePeek(1, 0x04A40036) shl 8 ) + WiimotePeek(1, 0x04A40037)
      var.C2 = ( WiimotePeek(1, 0x04A40038) shl 8 ) + WiimotePeek(1, 0x04A40039)
      var.D2 = ( WiimotePeek(1, 0x04A4003A) shl 8 ) + WiimotePeek(1, 0x04A4003B)
   elseif Wiimote2.HasBalanceBoard then
      var.BalanceID = 2
      Wiimote2.BalanceBoard.LED = true
// dummy reading value
      var.AA = ( WiimotePeek(2, 0x04A40024) shl 8 ) + WiimotePeek(2, 0x04A40025)
// first reading returns FF only
      var.A0 = ( WiimotePeek(2, 0x04A40024) shl 8 ) + WiimotePeek(2, 0x04A40025)
      var.B0 = ( WiimotePeek(2, 0x04A40026) shl 8 ) + WiimotePeek(2, 0x04A40027)
      var.C0 = ( WiimotePeek(2, 0x04A40028) shl 8 ) + WiimotePeek(2, 0x04A40029)
      var.D0 = ( WiimotePeek(2, 0x04A4002A) shl 8 ) + WiimotePeek(2, 0x04A4002B)
      var.A1 = ( WiimotePeek(2, 0x04A4002C) shl 8 ) + WiimotePeek(2, 0x04A4002D)
      var.B1 = ( WiimotePeek(2, 0x04A4002E) shl 8 ) + WiimotePeek(2, 0x04A4002F)
      var.C1 = ( WiimotePeek(2, 0x04A40030) shl 8 ) + WiimotePeek(2, 0x04A40031)
      var.D1 = ( WiimotePeek(2, 0x04A40032) shl 8 ) + WiimotePeek(2, 0x04A40033)
      var.A2 = ( WiimotePeek(2, 0x04A40034) shl 8 ) + WiimotePeek(2, 0x04A40035)
      var.B2 = ( WiimotePeek(2, 0x04A40036) shl 8 ) + WiimotePeek(2, 0x04A40037)
      var.C2 = ( WiimotePeek(2, 0x04A40038) shl 8 ) + WiimotePeek(2, 0x04A40039)
      var.D2 = ( WiimotePeek(2, 0x04A4003A) shl 8 ) + WiimotePeek(2, 0x04A4003B)
   elseif Wiimote3.HasBalanceBoard then
      var.BalanceID = 3
      Wiimote3.BalanceBoard.LED = true
// dummy reading value
      var.AA = ( WiimotePeek(3, 0x04A40024) shl 8 ) + WiimotePeek(3, 0x04A40025)
// first reading returns FF only
      var.A0 = ( WiimotePeek(3, 0x04A40024) shl 8 ) + WiimotePeek(3, 0x04A40025)
      var.B0 = ( WiimotePeek(3, 0x04A40026) shl 8 ) + WiimotePeek(3, 0x04A40027)
      var.C0 = ( WiimotePeek(3, 0x04A40028) shl 8 ) + WiimotePeek(3, 0x04A40029)
      var.D0 = ( WiimotePeek(3, 0x04A4002A) shl 8 ) + WiimotePeek(3, 0x04A4002B)
      var.A1 = ( WiimotePeek(3, 0x04A4002C) shl 8 ) + WiimotePeek(3, 0x04A4002D)
      var.B1 = ( WiimotePeek(3, 0x04A4002E) shl 8 ) + WiimotePeek(3, 0x04A4002F)
      var.C1 = ( WiimotePeek(3, 0x04A40030) shl 8 ) + WiimotePeek(3, 0x04A40031)
      var.D1 = ( WiimotePeek(3, 0x04A40032) shl 8 ) + WiimotePeek(3, 0x04A40033)
      var.A2 = ( WiimotePeek(3, 0x04A40034) shl 8 ) + WiimotePeek(3, 0x04A40035)
      var.B2 = ( WiimotePeek(3, 0x04A40036) shl 8 ) + WiimotePeek(3, 0x04A40037)
      var.C2 = ( WiimotePeek(3, 0x04A40038) shl 8 ) + WiimotePeek(3, 0x04A40039)
      var.D2 = ( WiimotePeek(3, 0x04A4003A) shl 8 ) + WiimotePeek(3, 0x04A4003B)
   elseif Wiimote4.HasBalanceBoard then
      var.BalanceID = 4
      Wiimote4.BalanceBoard.LED = true
// dummy reading value
      var.AA = ( WiimotePeek(4, 0x04A40024) shl 8 ) + WiimotePeek(4, 0x04A40025)
// first reading returns FF only
      var.A0 = ( WiimotePeek(4, 0x04A40024) shl 8 ) + WiimotePeek(4, 0x04A40025)
      var.B0 = ( WiimotePeek(4, 0x04A40026) shl 8 ) + WiimotePeek(4, 0x04A40027)
      var.C0 = ( WiimotePeek(4, 0x04A40028) shl 8 ) + WiimotePeek(4, 0x04A40029)
      var.D0 = ( WiimotePeek(4, 0x04A4002A) shl 8 ) + WiimotePeek(4, 0x04A4002B)
      var.A1 = ( WiimotePeek(4, 0x04A4002C) shl 8 ) + WiimotePeek(4, 0x04A4002D)
      var.B1 = ( WiimotePeek(4, 0x04A4002E) shl 8 ) + WiimotePeek(4, 0x04A4002F)
      var.C1 = ( WiimotePeek(4, 0x04A40030) shl 8 ) + WiimotePeek(4, 0x04A40031)
      var.D1 = ( WiimotePeek(4, 0x04A40032) shl 8 ) + WiimotePeek(4, 0x04A40033)
      var.A2 = ( WiimotePeek(4, 0x04A40034) shl 8 ) + WiimotePeek(4, 0x04A40035)
      var.B2 = ( WiimotePeek(4, 0x04A40036) shl 8 ) + WiimotePeek(4, 0x04A40037)
      var.C2 = ( WiimotePeek(4, 0x04A40038) shl 8 ) + WiimotePeek(4, 0x04A40039)
      var.D2 = ( WiimotePeek(4, 0x04A4003A) shl 8 ) + WiimotePeek(4, 0x04A4003B)
   endif
else
//
// Actual procedure
//
// Reading sensor.
   if     var.BalanceID = 1 then
      var.P0A = Wiimote1.BalanceBoard.RawFrontRight
      var.P0B = Wiimote1.BalanceBoard.RawFrontLeft
      var.P0C = Wiimote1.BalanceBoard.RawBackRight
      var.P0D = Wiimote1.BalanceBoard.RawBackLeft
   elseif var.BalanceID = 2 then
      var.P0A = Wiimote2.BalanceBoard.RawFrontRight
      var.P0B = Wiimote2.BalanceBoard.RawFrontLeft
      var.P0C = Wiimote2.BalanceBoard.RawBackRight
      var.P0D = Wiimote2.BalanceBoard.RawBackLeft
   elseif var.BalanceID = 3 then
      var.P0A = Wiimote3.BalanceBoard.RawFrontRight
      var.P0B = Wiimote3.BalanceBoard.RawFrontLeft
      var.P0C = Wiimote3.BalanceBoard.RawBackRight
      var.P0D = Wiimote3.BalanceBoard.RawBackLeft
   elseif var.BalanceID = 4 then
      var.P0A = Wiimote2.BalanceBoard.RawFrontRight
      var.P0B = Wiimote2.BalanceBoard.RawFrontLeft
      var.P0C = Wiimote2.BalanceBoard.RawBackRight
      var.P0D = Wiimote2.BalanceBoard.RawBackLeft
   endif
// Calculate weight on each sensor.
   if var.P0A < var.A1 then
      var.P1A = 68 * (var.P0A - var.A0) / (var.A1 - var.A0)
   else
      var.P1A = 68 * (var.P0A - var.A1) / (var.A2 - var.A1) + 68
   endif
   if var.P0B < var.B1 then
      var.P1B = 68 * (var.P0B - var.B0) / (var.B1 - var.B0)
   else
      var.P1B = 68 * (var.P0B - var.B1) / (var.B2 - var.B1) + 68
   endif
   if var.P0C < var.C1 then
      var.P1C = 68 * (var.P0C - var.C0) / (var.C1 - var.C0)
   else
      var.P1C = 68 * (var.P0C - var.C1) / (var.C2 - var.C1) + 68
   endif
   if var.P0D < var.D1 then
      var.P1D = 68 * (var.P0D - var.D0) / (var.D1 - var.D0)
   else
      var.P1D = 68 * (var.P0D - var.D1) / (var.D2 - var.D1) + 68
   endif
//
// Balance Board Button: Reset ZERO Calibration Values and start walking.
//
   if Wiimote1.BalanceBoard.Button or Wiimote2.BalanceBoard.Button or Wiimote3.BalanceBoard.Button or Wiimote4.BalanceBoard.Button then
      var.C1A = var.P1A
      var.C1B = var.P1B
      var.C1C = var.P1C
      var.C1D = var.P1D
      var.starting = true
      var.leftframe = 0
      var.rightframe = 0
      var.neutralframe = 0
      Mouse.X = 0.5
      Mouse.Y = 0.5
   endif
// Calibrate weight.
   var.P1A = var.P1A - var.C1A
   var.P1B = var.P1B - var.C1B
   var.P1C = var.P1C - var.C1C
   var.P1D = var.P1D - var.C1D
//
// GlovePIE 0.30 reads wrong: B=FrontLeft C=BackRight, correct: B=BackRight C=FrontLeft.
//
   var.WeightLeft  = var.P1C + var.P1D
   var.WeightRight = var.P1A + var.P1B
   var.WeightFront = var.P1A + var.P1C
   var.WeightBack  = var.P1B + var.P1D
   var.WeightHalf  = ( var.P1A + var.P1B + var.P1C + var.P1D ) / 2
   var.WeightBalanceX = ( var.WeightRight / var.WeightHalf ) -1
   var.WeightBalanceY = ( var.WeightFront / var.WeightHalf ) -1
   var.BalanceX = DeadZone( var.WeightBalanceX , 0.1 )
   var.BalanceY = DeadZone( var.WeightBalanceY , 0.1 )
//
// Walking detection.
//
// variables:
// starting     = if pressed button
// startcount   = if stand stable or not
// neutralframe = count continuous standing neutral position
// leftframe    = count continuous standing left position
// rightframe   = count continuous standing right position
//
// After press button.
   if var.starting = true then
      // Near ZERO weight don't match for sampling.
      if var.WeightHalf > 10 then
         // Check Left/Right Balance.
         if     var.WeightBalanceX < -0.25 then
            var.leftframe++
            var.rightframe = 0
            var.neutralframe = 0
            if var.startcount = true then
               if var.leftframe = 3 then
                  display "LEFT FORWARD"
                  key.UP = true
                  wait 50ms
                  key.UP = false
               elseif var.leftframe > 30 then
                  display "LEFT LEFT"
                  key.LEFT = true
                  wait 50ms
                  key.LEFT = false
                  var.leftframe = 15
               endif
            endif
         elseif var.WeightBalanceX > 0.25 then
            var.leftframe = 0
            var.rightframe++
            var.neutralframe = 0
            if var.startcount = true then
               if var.rightframe = 3 then
                  display "RIGHT FORWARD"
                  key.UP = true
                  wait 50ms
                  key.UP = false
               elseif var.rightframe > 30 then
                  display "RIGHT RIGHT"
                  key.RIGHT = true
                  wait 50ms
                  key.RIGHT = false
                  var.rightframe = 15
               endif
            endif
         else
            var.leftframe = 0
            var.rightframe = 0
            var.neutralframe++
            if var.neutralframe = 5 then
               var.startcount = true
               display "Neutral"
            elseif var.neutralframe > 20 then
               if var.BalanceY > 0.4 then
                  display "Neutral click"
                  Mouse.LeftButton = true
                  wait 50ms
                  Mouse.LeftButton = false
               elseif var.BalanceY < -0.4 then
                  display "Neutral back"
                  key.DOWN = true
                  wait 50ms
                  key.DOWN = false
               endif
               var.neutralframe = 4
            endif
         endif
      else
         var.leftframe = 0
         var.rightframe = 0
         var.neutralframe = 0
         var.startcount = false
         display "Stand straight on the board to walk."
      endif
   else
      display "Balance Board ID:" + var.BalanceID + "  Press Button to start."
   endif
endif
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Olly



Joined: 04 Apr 2008
Posts: 5
Location: Sutton Coldfield, Birmingham

Digg It
PostPosted: Mon May 12, 2008 12:32 pm    Post subject:

I was thinking of making a simple script for Windows Vista Media Center (without IR). So you don't have to spend £50 on a ridiculously overpriced Media Center remote.
Anyone know whether one has been made yet?
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anderpiffer



Joined: 20 Apr 2007
Posts: 8

Digg It
PostPosted: Tue May 13, 2008 5:04 am    Post subject:

I have a suggestion for the topic.

Someone could organize every scripts and list in the 1st post of the topic. It would be much more easier to find a script.
I would do that but the author of the topic has the 1st post. Wink
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SteelRaven7



Joined: 16 May 2008
Posts: 4
Location: Behind you!

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PostPosted: Fri May 16, 2008 11:23 am    Post subject:

I made a script for a guitar hero 3 controller, it uses the midi in glovepie. You play the first five notes in a scale with the frets + strum down, and the rest with frets + strum up. The rumble function will make the guitar rumble everytime you strum a note. You can also use the whammybar to pitch the sounds. Plus and minus will change instruments.

Code:

/* Guitar made by SteelRaven7 Aka Johan Hassel 2008

Controls: Use the frets + strum down / up to play.
Plus and Minus changes the instrument, it will also be displayed in the debug tab.
Use the whammy bar to pitch your sound up or down.

Change the var.rumbletime to edit the time the guitar will rumble when you strum.

To calibrate the whammy, play around with the var.whammymul and var.whammysub below.
A calibrated whammy should output 0.00 in resting position, and -0.50 while being pushed.
The whammy calibration works like: (whammy output) * whammymul - whammysub

*/

//Settings:

var.whammymul = 1.5
var.whammysub = 1.51

var.rumbletime = 120

if var.once = 0 then
   var.instrument = 39
   var.once = 1
endif

//Fret controls:

If Wiimote.Guitar.Fret1 = 1 then
   If pressed (Wiimote.Guitar.StrumDown) then
      midi.c3 = 1
      Wiimote.Rumble = 1
      Wait var.rumbletime ms
      Wiimote.Rumble = 0
   endif
   if pressed (Wiimote.Guitar.StrumUp) then
     midi.a3 = 1
     Wiimote.Rumble = 1
     Wait var.rumbletime ms
     Wiimote.Rumble = 0
   endif
   Wiimote.Led1 = 1
   else
   Wiimote.Led1 = 0
   midi.c3 = 0
   midi.a3 = 0
endif

If Wiimote.Guitar.Fret2 = 1 then
   If pressed (Wiimote.Guitar.StrumDown) then
      midi.d3 = 1
      Wiimote.Rumble = 1
      Wait var.rumbletime ms
      Wiimote.Rumble = 0
   endif
   if pressed (Wiimote.Guitar.StrumUp) then
     midi.b3 = 1
     Wiimote.Rumble = 1
     Wait var.rumbletime ms
     Wiimote.Rumble = 0
   endif
   Wiimote.Led2 = 1
   else
   Wiimote.Led2 = 0
   midi.d3 = 0
   midi.b3 = 0
endif

If Wiimote.Guitar.Fret3 = 1 then
   If pressed (Wiimote.Guitar.StrumDown) then
      midi.e3 = 1
      Wiimote.Rumble = 1
      Wait var.rumbletime ms
      Wiimote.Rumble = 0
   endif
   if pressed (Wiimote.Guitar.StrumUp) then
     midi.c4 = 1
     Wiimote.Rumble = 1
     Wait var.rumbletime ms
     Wiimote.Rumble = 0
   endif
   Wiimote.Led3 = 1
   else
   Wiimote.Led3 = 0
   midi.e3 = 0
   midi.c4 = 0
endif

If Wiimote.Guitar.Fret4 = 1 then
   If pressed (Wiimote.Guitar.StrumDown) then
      midi.f3 = 1
      Wiimote.Rumble = 1
      Wait var.rumbletime ms
      Wiimote.Rumble = 0
   endif
   if pressed (Wiimote.Guitar.StrumUp) then
     midi.d4 = 1
     Wiimote.Rumble = 1
     Wait var.rumbletime ms
     Wiimote.Rumble = 0
   endif
   Wiimote.Led4 = 1
   else
   Wiimote.Led4 = 0
   midi.f3 = 0
   midi.d4 = 0
endif

If Wiimote.Guitar.Fret5 = 1 then
   If pressed (Wiimote.Guitar.StrumDown) then
      midi.g3 = 1
      Wiimote.Rumble = 1
      Wait var.rumbletime ms
      Wiimote.Rumble = 0
   endif
   if pressed (Wiimote.Guitar.StrumUp) then
     midi.e4 = 1
     Wiimote.Rumble = 1
     Wait var.rumbletime ms
     Wiimote.Rumble = 0
   endif
else
    midi.g3 = 0
    midi.e4 = 0
endif

//Whammy bar:

midi.PitchWheel = (0 - Wiimote.Guitar.WhammyBar + 1.52) * var.whammymul - var.whammysub
midi.Instrument = var.instrument

if pressed (Wiimote.Plus) then
   var.instrument ++
elseif pressed (Wiimote.Minus) then
   var.instrument --
endif

//debug:

debug = "instrument id: " + var.instrument + ". whammybar: " + ((0 - Wiimote.Guitar.WhammyBar + 1.52) * var.whammymul - var.whammysub)
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StDaDr



Joined: 29 May 2008
Posts: 1

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PostPosted: Thu May 29, 2008 11:13 am    Post subject:

My first Script :p

Code:

/* Windows Media Player Script by StDaDr
Here is my Script for the Media Player:
Play/Pause                    =        B
Previous/Next                 =        Left/Right
Volume Up/Down (Media Player) =        Up/Down
Volume Up/Down (System)       =        Plus/Minus
Normal Mode                   =        One
Design Mode                   =        Two
Fullscreen                    =        One and Two
End Player                    =        Home (Press 3s)*/


Key.Control && F = Wiimote.right                //Next
Key.Control && B = Wiimote.left                 //Previous
Key.Play = Wiimote.B                            //Play
Key.F9 = Wiimote.Up                             //Volume Up (Media Player)
Key.F8 = Wiimote.Down                           //Volume Down (Media Player)
Key.VolumeUp = Wiimote.Plus                     //Volume Up (System)
Key.VolumeDown = Wiimote.Minus                  //Volume Down (System)


If (Wiimote.One and Wiimote.Two) then           //Fullscreen
   Key.Alt && Key.Enter = true
           else Key.Alt && Key.Enter = false
           wait 100ms

If (Wiimote.One and not (Wiimote.Two)) then     //Normal Mode
   Key.Control && Key.One = true
   Key.Control && Key.Two = false

elseIf (Wiimote.Two and not (Wiimote.One)) then //Design Mode
   Key.Control && Key.One = false
   Key.Control && Key.Two = true
           else
           Key.Control && Key.One = false
           Key.Control && Key.Two = false
end if
end if


If Wiimote.Home = true                          //End Player
   wait 3s
If Wiimote.Home = true
   Key.Alt && Key.F4 = true
   wait 1ms
   Key.Alt && Key.F4 = false
end if
end if

If Wiimote.Right                                //LED
wiimote.Leds = 1
             Wait 50ms
wiimote.leds = 3
             Wait 50ms
wiimote.leds = 7
             Wait 50ms
wiimote.leds = 15
             Wait 50ms
wiimote.Leds = 0
             wait 500ms
End If

If Wiimote.left                                 //LED
wiimote.Leds = 8
             Wait 50ms
wiimote.leds = 12
             Wait 50ms
wiimote.leds = 14
             Wait 50ms
wiimote.leds = 15
             Wait 50ms
wiimote.Leds = 0
             wait 500ms
End If


If Wiimote.Plus or Wiimote.Up                   //LED
wiimote.Leds = 6
             wait 100ms
wiimote.Leds = 15
             wait 100ms
wiimote.leds = 0
             wait 500ms
end if

If Wiimote.Minus or Wiimote.Down                //LED
wiimote.Leds = 15
             wait 100ms
wiimote.Leds = 6
             wait 100ms
wiimote.leds = 0
             wait 500ms
end if

If Wiimote.B                                    //LED
   wiimote.Leds = 15
wait 100ms
     wiimote.Leds = 0
wait 100 ms
end if

If Wiimote.B                                    //Rumble
wiimote.Rumble = 1
               wait 200ms
wiimote.Rumble = 0
               wait 500ms
end if
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