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Unread 25-02-2015, 16:34
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Re: Change in buttons and axes sub vi's

Quote:
Originally Posted by Kevin Phan View Post
Not necessarily. Since NI has decided to not cluster the axes and buttons in the get joystick values vi for the current version of LabVIEW, you would not be able to do the unbundle function to get your axes and buttons. Now I understand it's hard for you to differentiate between which button is which and how to figure out which element of the array to which. Use the game controller settings on the joystick or controller you're using to find out which buttons or axes correspond with which. You can access this by going into the devices and printers, which can be found on the windows start menu and right click on the controller. Click game controller settings and navigate to settings and there you should be able to test out what number the axes or button is. If you are having trouble with this check on Microsoft's website to find detailed instructions to access the game controller settings. After finding your numbers, you can correspond this with the element number in the array for instance the x-axis is by default on array element #1 (or 0, I don't recall if LabVIEW's starting index for arrays).
We aren't using a controller from microsoft. We are using one of mad cats 3d joysticks with a 3rd axis on it for rotation. We are using omni drive. I have the axis thing down. I'm just not understanding the buttons. In my opinion, instead of editing last years joystick get vi, they could have added a whole new section like a controller vi. lol. I'm not a big fan of change.
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