Xbox Controller Dead Zone and Rumble Questions

Aerisetta

Active member
Hello

1. Is it possible to set a deadzone to the left control stick of the Xbox controller? Usually in games made for systems with analogue stick, the input only registers after the stick passes a certain threshold.

2. Is there any documentation on how rumble is triggered? For example I want rumble to happen when I hit the enemy. Right now the rumble seems to only happen whent he enemy falls on the ground and the timing is very strange to me. Is there a way to customize this?
 
Is it possible to set a deadzone to the left control stick of the Xbox controller? Usually in games made for systems with analogue stick, the input only registers after the stick passes a certain threshold.

If there is, it wouldn't be through OpenBOR. So called analog controls are really just a value from 0-255, but OpenBOR doesn't care about that. It gets an On or Off signal for any one of the player control inputs from the host console and acts accordingly.

Is there any documentation on how rumble is triggered? For example I want rumble to happen when I hit the enemy. Right now the rumble seems to only happen whent he enemy falls on the ground and the timing is very strange to me. Is there a way to customize this?

I was today years old when when I looked at the rumble functions for any reason. I just checked the source and found it is completely hard coded. You can’t even access it with script. That’s something I can look at adding on to future releases.

That said, it already rumbles when a player hits something, so it seems there's an issue on your end of some sort. FYI, here’s a full list of the rumble triggers and the intensity formulas. Note, I don't know what the intensity value means from a real world standpoint as I don't have a controller to test it with:
  • Player's entity hits floor falling: 100 * Vertical Velocity / 2
  • Other entities hit floor falling: 75 * Vertical Velocity / 2
  • Player hits enemy: damage * 2
  • Player hits obstacle: 75
  • Player takes hit: damage * 3
  • Player defeated: 125
  • Biker dismounted: 100
 
If there is, it wouldn't be through OpenBOR. So called analog controls are really just a value from 0-255, but OpenBOR doesn't care about that. It gets an On or Off signal for any one of the player control inputs from the host console and acts accordingly.



I was today years old when when I looked at the rumble functions for any reason. I just checked the source and found it is completely hard coded. You can’t even access it with script. That’s something I can look at adding on to future releases.

That said, it already rumbles when a player hits something, so it seems there's an issue on your end of some sort. FYI, here’s a full list of the rumble triggers and the intensity formulas. Note, I don't know what the intensity value means from a real world standpoint as I don't have a controller to test it with:
  • Player's entity hits floor falling: 100 * Vertical Velocity / 2
  • Other entities hit floor falling: 75 * Vertical Velocity / 2
  • Player hits enemy: damage * 2
  • Player hits obstacle: 75
  • Player takes hit: damage * 3
  • Player defeated: 125
  • Biker dismounted: 100
Thank you! I guess it's cause my attack damage is usually 1 and its not very noticeable meanwhile my "enemy hit floor" rumbles very hard and for a very long time.

Maybe worth adding this to the manual for now.
 
Thank you! I guess it's cause my attack damage is usually 1 and its not very noticeable meanwhile my "enemy hit floor" rumbles very hard and for a very long time.

Maybe worth adding this to the manual for now.


You are probably right. Unless I am mistaken, the rumble intensity is an eight bit value (0-255). It shouldn't come as a surprise that rumble motors really can't produce differences that granular. IIRC, traditional rumble devices only have 16 levels of intensity.

If you purchase an HD rumble device you might notice really low intensities like the 2 coming from your module, but I doubt it's worth the money.

DC
 
Back
Top Bottom