View Full Version : Mouse Aiming in JFSW
SamSwashbuckler
06-01-2005, 07:52 AM
I think this was mentioned in the main JFSW thread, but a search didn't bring it up, and I don't feel up to reading 7 pages over again.
In the setup if you set advanced mouse x and y both to analog turning, moving the mouse up & down turns you on the x axis as well.
You can turn digital y axis on for aim_up and aim_down but that way the y-axis aiming is way slower than the x-axis turning and doesn't work as well as the 'correct' method.
How is it you're supposed to enable mouse-aiming? Thanks.
JonoF
06-01-2005, 11:04 AM
In the setup if you set advanced mouse x and y both to analog turning, moving the mouse up & down turns you on the x axis as well.
Of course. Setting both axes to do the same thing will result in Y behaving like X.
How is it you're supposed to enable mouse-aiming?
The exact same way as in Duke:
Analogue X = analog_turning
Analogue Y = analog_moving
Press 'U' in the game to enable.
Jonathon
hitman71
06-01-2005, 12:07 PM
I can verify this as working beautifully. No need to use the digital mouse viewing any more. Set the options as JonoF says and set it to "toggle" for mouse aiming. Then press U ingame (make sure mouse aiming is set to U in controls config) and the outcome will be smooth mouselook on X and Y axis. Now, to invert the mouse http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
SamSwashbuckler
06-01-2005, 01:36 PM
Thanks, it's really unintuitive to have mouse moving selected in order to use mouselook.....
Mephisto
06-02-2005, 03:44 AM
there's actually a function analog_lookingupanddown in the source code, which sounds like what Y should do, but it doesnt seem to do anything.
JonoF
06-02-2005, 10:58 AM
I agree, but that's the way things haved always worked, until I get to changing it to be the right way.
Jonathon
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