Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(3 edits)

The plugin will automatically log the gamepad object with that code at the bottom of the dungeon tools plugin file, you don't need to type anything into the console. It will only log something when a gamepad button is being pressed, so to get the object into the console you just need to start the game up and use the controller while the console is open in the background.

Edit: If you want to test with the demo, you would also need to update the CGMZ Core plugin that comes with the demo.

(1 edit)

Okay, I managed to fix it. It ended up being a compatibility issue with another plugin, which I could solve by asking the Plugin Author if I could edit it slightly, now everything works immaculately.

Just to follow up what you asked: The string worked after updating the CGMZ Core and the compatibility issue with the plugin also effected the string, so just nothing happened at first in the Console, which confused me.

You can't see it in the Screenshot (because the buttons are too sensitive, so it puts out the same button multiple times) but I tried all of them and every button of the gamepad is put out as true, so that's perfect.



I just want to thank you for the help and quick response, and I am sorry if I have wasted your time in any way. But thank you for all of your amazing Plugins, and all the work you put in them, they are amazing, and maybe this thread can still help someone! (hopefully)

Glad you got it working 😁 it did sound like a compatibility issue to me once you mentioned the other plugin that affected gamepads.

Speaking of controller buttons, why does the plugin try to assign gamepad buttons as numbers when RM only recognizes them as XBox 360 buttons?

This makes it confusing to assign which buttons.

Hi, it is because the controller buttons are numbers internally. I can make the parameter selectable and just map the button to the number for the correct button, thanks for your suggestion.