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no ir-pointing in fullscreen-apps/games ?

 
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skyworxx



Joined: 04 Jan 2007
Posts: 53

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PostPosted: Sat Jan 06, 2007 2:20 pm    Post subject: no ir-pointing in fullscreen-apps/games ?

actually, i read that some people have difficulties with the ir-pointing in games.

is this a general problem or does it depend on the script and the game you use?
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Sat Jan 06, 2007 5:45 pm    Post subject:

It depends on the script. Some people have set it up so that where you point at the screen determines the x and y of the mouse pointer, which is good for windowed applications or games like Winamp, Media Player, Minesweeper, Freecell, etc.

But most fullscreen PC games (first-person shooters are a great example) use the direct input from the mouse and don't check the x and y location of the cursor.

Think of it this way. In a game like Quake, you can keep moving your mouse to the right and your view in the game will keep rotating to the right. If it was using the x position of the cursor, it wouldn't be able to do this because when the cursor hits the right side of the screen, the value of it can't go any higher. Using the direct input method, the game just checks to see if the mouse is moving in a given direction.

To use the direct input from the mouse in GlovePIE, you'd use Mouse.DirectInputX and Mouse.DirectInputY. From the documentation:
Quote:
In GlovePIE, you can read and set the physical movement of the mouse, in mickeys, by using the mouse.DirectInputX and mouse.DirectInputY values. It is called DirectInput because games use Microsoft’s DirectInput to read these values directly from the mouse hardware.
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Arianol



Joined: 26 Dec 2006
Posts: 49

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PostPosted: Sun Jan 07, 2007 3:53 am    Post subject:

This really isn't important, but I feel like adding it. The games on the Wii do use the cursor position, and there really is no reason that someone can't design a PC game that does, too. Heck, I wouldn't mind using the CoD 3 "dynamic aim" in a PC fps, even with a mouse. It's a good feature.

Any PC game designers out there might agree with that statement.
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titan



Joined: 02 Jan 2007
Posts: 20

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PostPosted: Thu Jan 18, 2007 1:11 pm    Post subject:

ArmA and OFP would work well with wii-mote aiming, they have a 'do not turn' deadzone in the middle of the screen in which your crosshair moves around freeley.
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