(See Saving and loading Controller Maps for more information.)Įach Controller Map belongs to one Map Category and one Layout. All the maps can co-exist simultaneously and can be enabled or disabled as needed, for example, when changing game modes.Ī shared controller (the keyboard for example) can be mapped by any number of Players with any number of maps. You can have even more maps as needed: A Menu map for when you're in the menus, a system map for controls like Save/Load and Quit, multiple maps for different players on the keyboard, etc. For example: If you have multiple game modes such as Infantry, Tank, Airplane, you can have shared controls on one map, and mode-specific controls each on its own map. Maps co-exist so you can have as many maps for each controller as you need. (See Creating a Controller Mapping screen for information.) If you create a user control assignment screen, the user can customize his Controller Maps for any joystick or controller. For more information about how to create maps, see Creating and Editing Controller Maps. Pre-defined maps for controllers are created in the Rewired Editor. You can create pre-defined Controller Map configurations for known controller types and controller templates and load the maps at runtime or when a compatible Joystick is assigned. Each Controller assigned to a Player must have its own Controller Maps with bindings defined for Action-based input to function. One of the most unique and powerful features of Rewired is the Controller Map system.Ī Controller Map is a map of bindings between Controller elements and Actions for a single Controller.Ĭontroller Maps are owned by the Player, not the Controller, so changes you make to one Player's maps don't affect the other Players' even if they're using the same Controller.
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