KyleRansford
Member
Can anyone tell me why this isn't working properly?
I have made a Player Controller Input object
I have different modes the menus work in, but this is the 2 Player Mode menu, where when player 1, chooses Slot 0 the
This code is really straight forward. With it basically saying: if Slot 0 is not assigned to ANY
I've tried this with global variables like:
Each controller
Here is some code from the Switch statement:
My question is, why isn't
I have made a Player Controller Input object
o_input, o_inputP2, o_inputP3 & o_inputP4
with a menu Switch statement so each player can actually choose what slot their controller will be in.I have different modes the menus work in, but this is the 2 Player Mode menu, where when player 1, chooses Slot 0 the
o_input.Controller_P1 = 0
only IF the other o_input objects are NOT equal to it. But, when I choose this option and press the button, the controller slots are not assigned like they should. This works on the 1 player mode menu, but not on the other multiplayer modes.This code is really straight forward. With it basically saying: if Slot 0 is not assigned to ANY
o_inputP2, o_inputP3 or o_inputP4
, assign o_input
to slot 0. But if ANY of the o_inputP2, o_inputP3 or o_inputP4
is assigned to Slot 0, then show a message saying that the slot is full.I've tried this with global variables like:
global.Controller_P1
etc. but it still does the same thing.Each controller
o_input
object starts with the controller slot = noone. So each player can choose the slot.
Code:
// Create event
Controller_P1 = noone;
//User Event
action_one_ = gamepad_button_check(Controller_P1, gp_face1)
GML:
if o_input.action_one_pressed_ {
switch (index_) {
case player_1_input_slot_select_2_player_mode.controller_slot_0:
// Sets P1 Controller Input to "0" Meaning P1 uses the first Controller slot.
audio_play_sound(Start_SFX, 10, false);
if o_inputP2.Controller_P2 and o_inputP3.Controller_P3 and o_inputP4.Controller_P4 != 0 {
o_input.Controller_P1 = 0;
} else if o_inputP2.Controller_P2 or o_inputP3.Controller_P3 or o_inputP4.Controller_P4 == 0 {
show_message("Slot is full. Choose a Different Slot");
}
break;
}
}
o_input.Controller_P1
equaling 0, even though o_inputP2.Controller_P2 and o_inputP3.Controller_P3 and o_inputP4.Controller_P4
are NOT equal to 0?