Discussion: Using REVERSED on DirectInput axes


REVERSE reverses (or inverts) a position control's action as seen by DirectInput. As an example, you could use REVERSE to move left in the game when a control is moved to the right, which is the opposite of what you normally would expect.

Why would I want to reverse a DirectInput axis in a game?

Some games have unusual modes of movement (rotation, banking, horizontal and/or vertical slide, etc.) that may make it dfficult to choose control assignments. Example: Suppose you have slide left and slide right in a game and wish to assign these movements to rudder controls. What would be the best way to use them in the game? Do you set the rudder to act like it would in an aircraft (left control movement for left game movement, right control movement for right game movement), or mimic how you "slide" in real life ("push off" the right foot to go the left, and "push off" the left foot to go to the right)? In this case, inserting and then removing REVERSED at the end of the IS statement for the rudder can help you to find the setting that works best.

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