Using a gamepad, player won't stop running?
Using a gamepad, player won't stop running?
Regardless of whether-or-not "autorun" is on. Ironically, if I press the designated "run" button, the player stops running. Is there any way to turn this off?
- wildweasel
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Your best bet is to go download and use JoyToKey rather than letting ZDoom handle things. From the sound of it, you're probably using a digital pad rather than one with an analog stick on it. So it'd be preferable to just bind things to the keyboard as normal, and then use JoyToKey to create gamepad equivalents to those keys.
My gamepad is pretty much a clone of the pre dual shock PSX controller, no analog sticks, only a d-pad.
I tried JoyToKey a few days ago, it worked perfectly outside of ZDoom and in the ZDoom menu screens, but once I actually tried to play a level I was unable to move backwards, the run button would no longer allow me to walk, and the player would still run whenever I tried to move forward, so this actually made things worse.
I was able to make the player walk, by default, by adjusting the joystick sensitivity settings, unfortunately this would cause the run button to move the player at a crawling pace, half that of walking speed. I think the problem was that my adjustments simply caused both walk and run to move at half of their normal speed, so I was still technically running whenever i attempted to move forward...
I tried JoyToKey a few days ago, it worked perfectly outside of ZDoom and in the ZDoom menu screens, but once I actually tried to play a level I was unable to move backwards, the run button would no longer allow me to walk, and the player would still run whenever I tried to move forward, so this actually made things worse.
I was able to make the player walk, by default, by adjusting the joystick sensitivity settings, unfortunately this would cause the run button to move the player at a crawling pace, half that of walking speed. I think the problem was that my adjustments simply caused both walk and run to move at half of their normal speed, so I was still technically running whenever i attempted to move forward...
- Siggi
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I know that ZDoom ignores running when you use an analog control instead of buttons. Maybe it does the same for a D-pad.
My gamepad is pretty much a PS2 controller, and ZDoom is one of the few programs to support the 2 analog joysticks without a fuss on my part. Pitty there is no force feedback fun, and I doubt that's worth a feature suggestion.
You should upgrade
My gamepad is pretty much a PS2 controller, and ZDoom is one of the few programs to support the 2 analog joysticks without a fuss on my part. Pitty there is no force feedback fun, and I doubt that's worth a feature suggestion.
You should upgrade

Agreed.Psycho Siggi wrote:I doubt that's worth a feature suggestion.
To the matter at hand, ZDoom assumes you are using analog controls and can vary your movement speed by changing how far you move the stick. If you are stuck with digital controls instead, you should be able to use these aliases to create your own run button:
Code: Select all
alias +joyrun "joy_speedmultiplier 1"
alias -joyrun "joy_speedmultiplier 0.5"
I couldn't seem to get this to work, this is what I entered into the console...
Is this incorrect?
Code: Select all
alias +joyrun "joy_speedmultiplier 1" alias -joyrun "joy_speedmultiplier 0.5" bind joy1 "+joyrun"
- Krillancello
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You have to separate commands by a semicolon ( ; ) or input them separately.
or
Code: Select all
alias +joyrun "joy_speedmultiplier 1"
alias -joyrun "joy_speedmultiplier 0.5"
bind joy1 "+joyrun"
Code: Select all
alias +joyrun "joy_speedmultiplier 1" ; alias -joyrun "joy_speedmultiplier 0.5" ; bind joy1 "+joyrun"