Hmm... I'm having trouble trying to get my game project to accept the xbox controller input with this new plugin. It was working fine with the customkeys plugin...
I removed the event conditions pertaining to the old plug-in, then deleated the it from my layouts, then added the new plugin to the laout, and replaced the events to use the new plugin.
Your example CAP works fine when I run it, and I'm loading in the same CK file that I save while running the example CAP. (placed in the same folder as my game)
With the old plug in you had to "add" controls. It seems that's not the case now... are their names set in stone, or set only by reading the CK file?
Do
I merely have to load the CK file and then make sure the "control"s that I refer to are exactky the same name in my events. I'm doing that but it wont respond to the control pad, but like I said, the example CAP works fine and does respond to the control pad.
Is it possible theres an issue with my cap because I had the old version of the plug in in there first?