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Universal Wiimote - Great for FPS games! -UPDATED!!-
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wonder6oy



Joined: 12 Jun 2008
Posts: 20

Digg It
PostPosted: Fri Jul 04, 2008 2:49 pm    Post subject:

djdna wrote:
really appreciate your efforts man Smile going to try new script sometime today, if i get a chance...

thanks a lot!!! Very Happy


U got it!

Cool
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TYLER477



Joined: 08 Jul 2008
Posts: 7

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PostPosted: Thu Jul 10, 2008 9:22 am    Post subject: argh!!

i reaALLY WANT TO TRY THIS SCRIPT BUT srry caps
when i load ur script into my glovepie and run it it crashes glovepie..... WHY?
also does this script require ppjoy? if so how do i set up and enable ppjoy? i have it installed with a virtual stick .....
anyway, i guess im a noob when it comes to this stuff, but really want to try it!!
thnx in advance.... i am pissed at the other scripts for not working well.
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wonder6oy



Joined: 12 Jun 2008
Posts: 20

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PostPosted: Fri Jul 11, 2008 5:30 am    Post subject: Re: argh!!

TYLER477 wrote:
i reaALLY WANT TO TRY THIS SCRIPT BUT srry caps
when i load ur script into my glovepie and run it it crashes glovepie..... WHY?
also does this script require ppjoy? if so how do i set up and enable ppjoy? i have it installed with a virtual stick .....
anyway, i guess im a noob when it comes to this stuff, but really want to try it!!
thnx in advance.... i am pissed at the other scripts for not working well.


Hey dude,

The only thing I can think of is for you to make sure you have the script copied over correctly. It starts with and includes this:

/*

...and then everything below it.

I hope you get it working!
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wonder6oy



Joined: 12 Jun 2008
Posts: 20

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PostPosted: Fri Jul 11, 2008 5:38 am    Post subject:

BTW - you DO have to have a working sensor bar to use this script. Without it, no mouse control is possible in Mode 1 (the startup mode). Modes 2, 3, and 4 allow input from a mouse in addition to the Wiimote.

tip: to stop Glovepie without using the mouse, press [shift+P+I+E]
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TYLER477



Joined: 08 Jul 2008
Posts: 7

Digg It
PostPosted: Sat Jul 12, 2008 11:22 am    Post subject:

!! i got it to work.... comp needed to restart.... wierd,
anyway does this use a bounding box? i was playin hl2 in mode 2 and found that the upward and downward movement was slower than left to right.... can i adjust sensitivity just on vertical movement? any way to toggle a bounding box mode for mode 2?

also, how do i enter in the 'flicking' wiimote movements. i tried to set reload to y keyboard button (flick wiimote up) and it didn't respond!

thanks for the great script!
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wonder6oy



Joined: 12 Jun 2008
Posts: 20

Digg It
PostPosted: Sun Jul 13, 2008 3:34 pm    Post subject:

TYLER477 wrote:
...does this use a bounding box? i was playin hl2 in mode 2 and found that the upward and downward movement was slower than left to right.... can i adjust sensitivity just on vertical movement? any way to toggle a bounding box mode for mode 2?

also, how do i enter in the 'flicking' wiimote movements. i tried to set reload to y keyboard button (flick wiimote up) and it didn't respond!

thanks for the great script!


While I'm not exactly sure what you mean by "bounding box", I can tell you that you can disable what I refer to as the "precision pointer" and go with strictly analog movement in Mode 2 by pressing (Home + Button.A) while in that mode.

Also, you helped me to id a problem I had on machine#2 where the y-axis was almost as sensitive as the x-axis (it is supposed to be around 60%). Since the movement is based somewhat on screen resolution, this problem was due to a limit being placed on x movement, but not y. This problem is now fixed.

In addition to that, I also added independent x and y sensitivity multipliers so that you can alter their speed as you desire (in your case, equal speed, which would require setting var.ysens to a value of 1.75). You can change these values by locating the following in the script:

//Analog Movement with "deadzone"
var.boxsize = 20 //"deadzone" (default 20)
var.xsens = 1 // analog x-axis sensitivity (default 1)
var.ysens = 1 // analog y-axis sensitivity (default 1) (same as x = 1.75)

...and adjusting var.xsens and var.ysens to your liking. i.e.:

var.ysens = 1.75 // analog y-axis sensitivity (default 1) (same as x = 1.75)

As far as the flicking movements go, they should perform whatever keystroke they've been assigned with a simple execution of the flick. If you find it is not sensitive enough (and with varying Wiimotes it may not be), locate the following line in the script:

//Amount of accelation required for action to occur
var.AccelerationThreshold = 1.4

And try lowering the var.AccelerationThreshold to 1.3, 1.2 etc. to see if it helps. But be careful; making it too sensitive could cause many unintended keystrokes by just moving the Wiimote around in normal usage.

I hope this helps.
Script updated to ver 1.3
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TYLER477



Joined: 08 Jul 2008
Posts: 7

Digg It
PostPosted: Mon Jul 14, 2008 8:34 am    Post subject:

HEY! THANKS FOR THE UPDATE! i worked out the flick motion, and was playing hl2 in mode 2.... the x/y movement seemed to be allright now, but everything seemed too sensitive.
btw i am in 1920x1080 on a 50"dlp, with the wii sensor bar if that makes a difference......maybe my IR isn't callibrated? hl2 is playable, but it seems like it starts "spinning" without too much effort.

have you played medal of honor heroes 2 on wii? that is the control scheme i want to find=.....it lets you aim without moving the screen until you leave the box....then it moves the screen only when the pointer goes to the edges of the screen.....is your script capable of that? i think dr zoidbergs scipt uses 2 of these "bounding boxes" one is less sensitive and the outer one is much much more sensitive.
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