+roll_right vs. +right - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Development (https://forums.xonotic.org/forumdisplay.php?fid=12) +--- Thread: +roll_right vs. +right (/showthread.php?tid=5490) |
+roll_right vs. +right - BuddyFriendGuy - 05-17-2015 I'm wondering what's the difference between +roll_right and +right (and their left counterparts)? +roll_right is only acceptable during demo playback, but it's giving me Code: Command "+roll_right" can not be executed. Is there a reason for +roll_right to exist? RE: +roll_right vs. +right - Mr. Bougo - 05-18-2015 Looking at this yaw, pitch, roll illustration should make it clear. +lookup and +lookdown control pitch, +left and +right control yaw, +roll_left and +roll_right would control roll, but I see no mention of them in the code, so I'm wondering where you got that from. EDIT: Oh okay, it's a demo camera command. You need to set the cvar camera_enable to 1. RE: +roll_right vs. +right - BuddyFriendGuy - 05-18-2015 Ah, thanks, Mr. Bougo. That's much more clear now. So we have 3 modes: demo, spec, and game. These movement commands work for all modes:
These rotation commands only work in specific modes:
I understand roll_left/roll_right doesn't make sense in the game play, but users can always choose not to bind those keys. On the other hand, I would like to have pitch and yaw in the demo mode. (Yes, the mouse can do almost the same thing, given a very steady hand.) Why not make all of them work all the time? |