Assault Android Cactus

Assault Android Cactus

Aiming with right analog stick.
I'm probably just being stupid or having an issue with my controller, but the aiming function on my right analog stick seems to have gone haywire. The right analog doesn't allow me to aim where I point wtih it. The aiming sort of floats, if I'm making any sense.
For example, I'll be moving southeast with my left analog, and when I point northwest with my right analog, my character aims southeast or in any direction other than where I had attempted to aim.
Though this may be working as designed, are there any plans to adjust the aiming control of the right analog to be more absolute (i.e. point northwest with controller, character aims northwest)?
Has anyone else come across this behavior, or is it just me?
Thx!
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Showing 1-15 of 19 comments
I don't have any 'floating' problems, but I do notice the aiming with R-stick is not so accurate, making it hard to aim in a precise manner. This won't be obvious with characters who have spread-type weapons, but with the robo loli (laser beam) it is noticeable.
AliceTheGorgon Sep 5, 2013 @ 7:31am 
Aiming with analogue sticks works fine for me. What are your systems specs and what controller are you using?
Kitty Nerys Sep 5, 2013 @ 4:25pm 
Hmmm, maybe something is up with my install or my controller.
I am running the demo version and would love to buy this if I can get the controls working a little better.

I'm running an old Conroe E6600 at 3.0GHz, 8GB, and an 8800GT.
I'm using an ancient Nyko Airflo controller (love it - no issues in other games like Dust, Bastion, etc.) and X360CE. I've also tried it w/out using X360CE in its program directory. As an aside, I haven't been able to get MotionInJoy to play nice with my Asus BT suite, so using my PS3 controller isn't an option.

Since no one else is having this issue, I would tend to think it's my controller. The fact that the Z-axis and rotation work fine in other games (Steel Storm) has me thinking otherwise. I'm stumped at this point.
breakthrough Sep 5, 2013 @ 4:46pm 
Unity has a joystick calibration issue I saw in the Kerbal Space Program forums. I do most things with wasd + mouse but the other KSP users reported the workaround as working.

http://forum.kerbalspaceprogram.com/showthread.php/42683-How-to-fix-horribly-calibrated-Joysticks-in-KSP-%28Workaround%29
niconico Sep 6, 2013 @ 5:59am 
Out of plain curiosity, have you tried swapping the USB Port that your controller is connected to? Had a couple of really strange USB issues, so even though other games work splendid you might give it a try.
SMishra  [developer] Sep 6, 2013 @ 6:28am 
This is an interesting one because we've tried quite a few types of controllers now and I've not seen/heard of this exact issue, although I haven't used your exact controller so it's possible there is a conflict.

You may be able to fix up some of the axis mapping issues down the road when we have controller remapping enabled, but the floating problem is strange, can you explain it further?
Kitty Nerys Sep 10, 2013 @ 6:25pm 
Thanks for the ideas so far, everyone. I really do appreciate the help.

I downloaded PPJoy but want to familiarize myself a little more with the pros and cons of disabling driver-signing prior to installing it.

Also, my OS is Win7Pro x64 if I haven't mentioned it before.

I tried swapping to another USB port, but still had the same issue.

Well, I guess the "floating" problem could best be described as when I hold the right analog in a certain direction, the aim direction doesn't stay focused or lock. It kind of floats, plus or minus, so to speak. Seemingly like it's overly sensitive and magnifies minute variations in aim. I wish I could figure out why it doesn't want to work with AAC, but works with other games. I played All Zombies Must Die and Forced recently and the right analog stick functioned fine with both.

Maybe when controller remapping becomes enabled, I may be able to resolve this. I still can't help but think this may be on my end somehow, since I appear to be the only one with this issue.
Kitty Nerys Sep 27, 2013 @ 2:41pm 
I still haven't tried PPJoy, but I think I've figured out the issue.
This game just won't work with the X360CE driver.

I've tried reconfiguring the right analog via the driver's interface, and via the Windows Control Panel, to no avail.
Everything else works, except the Z-axis (right analog).

I can't wait until controller remapping is enabled in-game, so I can buy this game.
Any idea if this feature will be enabled when it's released in November?
Veracity Sep 29, 2013 @ 10:36am 
Not sure if we're talking about the same or only a similar issue I've had and solved (and I'm using the demo, not the pre-release), but it sounds like your problem might be that the game is responding to your controller's DirectInput axes. Have you tried fiddling with analog triggers or anything else that shows up via control panel as an axis? It might be misinterpreting that axis as half of your right stick. Most games these days don't even look for anything other than XInput, but this one appears to look for XInput first then check DirectInput if it finds nothing there. As you say, once re-assigning axes is enabled you should be able to tell it which means what.

Meanwhile, did you try alternate filenames for the x360ce dll? The game (again, the demo, at least) is looking for xinput9_1_0.dll, not the much more common and default xinput1_3.dll. Using the 9_1_0 filename I was able to get my DirectInput controller recognized (as "XInput Joypad 1" in settings). You can enable a confirmation beep in x360ce.ini if you want to confirm that the game has called it.

Before that I also tried an xpadder profile with left stick mapped to WASD and right to mouse in spring mode. Tell the game you're using keyboard and that works tolerably, as your character's always in the middle of the screen.
cyxceven Sep 30, 2013 @ 5:32pm 
Originally posted by Veracity:
Meanwhile, did you try alternate filenames for the x360ce dll? The game (again, the demo, at least) is looking for xinput9_1_0.dll, not the much more common and default xinput1_3.dll. Using the 9_1_0 filename I was able to get my DirectInput controller recognized (as "XInput Joypad 1" in settings). You can enable a confirmation beep in x360ce.ini if you want to confirm that the game has called it.
The "xinput9_1_0.dll" checkbox does indeed allow x360ce to work correctly.

Without it, when left on it's own to find dinput devices, the game flips my right stick's axes. Up becomes left and left becomes up.
Youmi Sep 30, 2013 @ 8:11pm 
Yeah xbox controller aiming is really hard. If the right analog stick reacted more smoothly it would definately make things easier. keyboard and mouse controls however are perfect.
Last edited by Youmi; Sep 30, 2013 @ 8:11pm
Sycle  [developer] Sep 30, 2013 @ 9:33pm 
There definitely seems to be some kind of bug or issue occurring, we play the game primarily with xbox pads on Windows, OSX and Linux and aiming is meant to be smooth and responsive. If the right stick axis is being read incorrectly, changing what axis maps to what isn't going to help, the problem is the axis isn't being read consistently.

As Veracity noted, in Windows AAC has two ways of reading inputs, XInput and DirectInput, primarily to support the older Logitech Dual Action pads. Once an XInput device has connected, the game will ignore any DirectInput devices. (this means if you want to play with a Dual Action and an xbox pad, have the Dual Action connect first)

Because I'm not seeing the issue myself, I'll need people to be as descriptive as possible so I can try to track down what's going on.

First of all, it'll be helpful if you can go to Options > Game Settings and mention what's listed under Change Input, as that will tell me what code path you're using.

Originally posted by Garak:
I'm using an ancient Nyko Airflo controller

Airflo seems to cover quite a few different joypads, which one in particular? Is it a DirectInput device?
Last edited by Sycle; Sep 30, 2013 @ 9:35pm
Youmi Oct 4, 2013 @ 6:09am 
Just tried playing again for a good amount of time on the xbox game pad. It's smooth if u push the stick right to the edge and aim by rolling it around the rim. but is not so great for me when the stick is only on half tilt. Maybe it's just me with the controller. I don't think it is bugged in anyway, just maybe the keyboard and mouse is just a better system for me.

The game is great though, keep up the work devs =]
Kitty Nerys Oct 6, 2013 @ 1:13pm 
Yaay!!! Success!!!

Veracity, cyxceven - the XInput9_1_0.dll checkbox in X360ce's "Options" tab did the trick!!!
It recognized my Airflo EX (light gray controller with red fan switch and dark gray rubberized grips) in the Options > Game Settings screen as XInput Joypad 1, and I was able to set X360ce to beep on recognition as well.

The Z-axis / right analog stick now aims where I point it!!!

This game rocks!!! LOL! So happy to be able to play the demo, now I'm going to buy the full game after I'm done replying to this thread.

Thank you to everyone for your help and ideas, and to the devs for helping with such a rare issue and proving that no issue is too small!
Phinphin Oct 11, 2013 @ 8:50am 
My aiming is bugged too. When I use right anologstick some axis/buttons are switched.
Aming left = Aiming left
Aming right = Aiming right
Aiming top = moving left!
Aiming bottom = moving right!

Tried the axis test in windows and everything worked fine. Any suggestions?
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Date Posted: Sep 4, 2013 @ 5:52pm
Posts: 19