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inputManagerDoc.c
Go to the documentation of this file.
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8
32
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#ifdef DOXYGEN
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void
OnUpdate
()
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{
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JoystickDeviceHandler
handler =
g_Game
.GetInputManager().GetJoystickDeviceHandler();
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if
(
DbgUI
.Button(
"FFB Force"
))
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{
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handler.StartFFEffectConstantForce(0, 0,
JoystickFFEffectType
.CONSTANT_FORCE, 0.2, 1000);
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}
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if
(
DbgUI
.Button(
"FFB Spring"
))
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{
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handler.StartFFEffectCondition(0, 0,
JoystickFFEffectType
.SPRING, 1.0, 0.1);
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}
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if
(
DbgUI
.Button(
"FFB Damper"
))
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{
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handler.StartFFEffectCondition(0, 0,
JoystickFFEffectType
.DAMPER, 1.0, 0.1);
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}
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if
(
DbgUI
.Button(
"FFB Inertia"
))
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{
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handler.StartFFEffectCondition(0, 0,
JoystickFFEffectType
.INERTIA, 1.0, 0.1);
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}
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if
(
DbgUI
.Button(
"FFB Friction"
))
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{
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handler.StartFFEffectCondition(0, 0,
JoystickFFEffectType
.FRICTION, 1.0, 0.1);
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}
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if
(
DbgUI
.Button(
"FFB Ramp"
))
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{
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handler.StartFFEffectRamp(0, 0,
JoystickFFEffectType
.RAMP_FORCE, 1.0, 0.1);
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}
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if
(
DbgUI
.Button(
"FFB Square"
))
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{
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handler.StartFFEffectPeriodic(0, 0,
JoystickFFEffectType
.SQUARE, 0.3, 100);
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}
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if
(
DbgUI
.Button(
"FFB Sine"
))
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{
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handler.StartFFEffectPeriodic(0, 0,
JoystickFFEffectType
.SINE, 0.3, 100);
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}
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if
(
DbgUI
.Button(
"FFB Combined"
))
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{
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handler.StartFFEffectPeriodic(0, 0,
JoystickFFEffectType
.SQUARE, 0.2, 10);
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handler.StartFFEffectCondition(0, 1,
JoystickFFEffectType
.SPRING, 0.3, 0.3);
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handler.StartFFEffectCondition(0, 2,
JoystickFFEffectType
.SPRING, 0.5, 0.5, fDeadBand: 0.15);
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}
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if
(
DbgUI
.Button(
"FFB Stop"
))
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{
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handler.StopForceFeedbackEffect(0, -1);
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}
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}
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#endif
OnUpdate
override void OnUpdate()
Definition
SCR_MapMarkerSquadLeader.c:333
DbgUI
Definition
DbgUI.c:66
JoystickDeviceHandler
Definition
JoystickDeviceHandler.c:13
g_Game
Game g_Game
Game singleton instance.
Definition
gameLib.c:13
JoystickFFEffectType
JoystickFFEffectType
Joystick force feedback effects.
Definition
JoystickFFEffectType.c:14
scripts
GameLib
inputManagerDoc.c
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