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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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