In Construct 2, if I ever wanted to make a local multiplayer game using gamepads, I would have a for 0 to 3 loop occur, then my action would read similar to the following:
(Gamepad.Axis(loopindex, 0)
This used to mean that which ever gamepad moved, it would control the sprite. This allowed me to then add in addition events that would determine which character moved.
However, in testing this out on Construct 3, when a loopindex is used, the sprite remains still unless my for loop is 0 to 0.
Am I missing something? I'm certain this used to be acceptable.