Controls

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The game controls are the inputs by which the player directs movement and other game functions. These can be assigned to keyboard buttons (or "keys"), mouse buttons, or an axis on a joystick.

Configurable controls

These controls can be configured through the Control Configuration menus (Options → Setup Controls → Player 1/2 Controls → Control Configuration...), or through the console commands setcontrol and setcontrol2 (for Player 1 and Player 2 respectively). The keys set for these controls are saved in config.cfg.

Below is the full list of configurable controls along with their default keys for Player 1, split up into the same groups as those seen in the Control Configuration menus:

Movement

Control name setcontrol name Default key(s) Notes
Forward "forward" Up Arrow,
W
Reverse "backward" Down Arrow,
S
Turn Left "turnleft" Left Arrow
Turn Right "turnright" Right Arrow
Jump "jump" Z,
Right Mouse button
Spin "use" X
Strafe Left "strafeleft" A
Strafe Right "straferight" D

Multiplayer

Control name setcontrol name Default key(s) Notes
Talk key "talkkey" T 1
Team-Talk key "teamtalkkey" Y 1
Rankings/Scores "scores" Tab 1
Toss Flag "tossflag" '
Next Weapon "weaponnext" E
Previous Weapon "weaponprev" Q
Weapon Slot 1 "weapon1" 1 Red Ring/Infinity Ring
Weapon Slot 2 "weapon2" 2 Automatic Ring
Weapon Slot 3 "weapon3" 3 Bounce Ring
Weapon Slot 4 "weapon4" 4 Scatter Ring
Weapon Slot 5 "weapon5" 5 Grenade Ring
Weapon Slot 6 "weapon6" 6 Explosion Ring
Weapon Slot 7 "weapon7" 7 Rail Ring
Ring Toss "fire" Right Ctrl,
Left Mouse button
Ring Toss Normal "firenormal" C

1 These controls are for Player 1 only.

Camera

Control name setcontrol name Default key(s) Notes
Look Up "lookup" Page Up
Look Down "lookdown" Page Down
Rotate Camera L "camleft" [ 1
Rotate Camera R "camright" ] 1
Center View "centerview" End
Mouselook "mouseaiming" None
Reset Camera "camreset" R
Toggle Chasecam "camtoggle" V

1 These controls do not have any effect in regular gameplay, unless the user has analog control enabled or has development mode enabled. See control modes below for further details.

Miscellaneous

Control name setcontrol name Default key(s) Notes
Custom Action 1 "custom1" None 1
Custom Action 2 "custom2" None 1
Custom Action 3 "custom3" None 1
Pause "pause" Pause/Break 2
Console "console" ~ (tilde) 3 2

1 These are reserved for Lua modifications to use; see Constants > Button flags.

2 These controls are for Player 1 only.

3 This assumes the user is using a US keyboard. For UK keyboards, this is the ` (backquote) key.

Non-configurable controls

These controls have pre-determined keys, and as such they cannot be modified.

General

  • Escape – Brings up the Main Menu, also pausing the game when in Single Player; if used in chat mode however, this will exit the mode instead
  • F1 – Help Key – displays information on NiGHTS and Multiplayer
  • F3 – Toggles showhud on/off
  • F4 – Shortcut key to the Sound Volume menu
  • F5 – Shortcut key to the Video Mode menu
  • F7 – Shortcut key to the Options menu
  • F8 – Takes a screenshot
  • F9 – Toggles Movie mode on/off
  • F10 – Quits SRB2
  • F11 – Changes the Gamma level (cycles through the 5 available gamma levels used by gamma)
  • F12 – Switches your view with the view from other players, providing you don't move (Unusable in Match)

Console

Main article: Console > Controls

Automap

Mouse

Console variables

Joysticks

Joysticks are an alternative way to play SRB2 – joysticks can be configured through the Joystick Options menu (Options → Setup Controls → Player 1/2 Controls → Joystick Options / Second Joystick Options), or through the corresponding console variables: for instance, the joystick device number used for a player can be selected via the "Select Joystick" menu, or though use_joystick.

A joystick axis can be assigned as the controlling axis for a specific control (or a specific pair of controls) out of a limited selection. Joystick axes can also be configured through the Joystick Options menu, or through the corresponding console variables for each controlling axis. These and the corresponding controls each axis can control are listed in the table below, along with the defaults for each axis (defaults apply to both Player 1 and Player 2).

Control axis Corresponding control(s) Console variables Default axis
Axis For Turning Turn Left/Right joyaxis_turn/joyaxis2_turn X-Axis
Axis For Moving Forward/Reverse joyaxis_move/joyaxis2_move Y-Axis
Axis For Strafe Strafe Left/Right joyaxis_side/joyaxis2_side Z-Axis
Axis For Looking Look Up/Down joyaxis_look/joyaxis2_look None
Axis For Firing Ring Toss joyaxis_fire/joyaxis2_fire None
Axis For NFiring Ring Toss Normal joyaxis_firenormal/joyaxis2_firenormal None

List of joystick axes

The table below lists the available joystick axis numbers and their corresponding names for use in the console variables above. Note that negative axis numbers (or axis names with a "-" suffix) will act as flipped versions of the corresponding positive axis numbers and names.

Value Name Value Name
0 "None"
1 "X-Axis" -1 "X-Axis-"
2 "Y-Axis" -2 "Y-Axis-"
3 "Z-Axis" -3 "Z-Axis-"
4 "X-Rudder" -4 "X-Rudder-"
5 "Y-Rudder" -5 "Y-Rudder-"
6 "Z-Rudder" -6 "Z-Rudder-"
7 "U-Axis" -7 "U-Axis-"
8 "V-Axis" -8 "V-Axis-"

Control modes

There are a number of different ways of controlling the player present in SRB2, most of which depend on the type of level being played. Any important changes/differences in controls are noted in the table below:

Control mode Activation method Controls
Normal
(3D mode)
n/a The player moves as in any first-person game (such as Doom itself), normally with the camera located behind the player. This applies regardless of whether the player's camera is in 3rd person mode or 1st person mode.
  • Forward: The player will walk forwards, moving in the direction they are currently facing.
  • Reverse: The player will walk backwards, moving in the opposite direction to the current direction they are facing.
  • Turn Left/Right: The player will turn left/right on the spot; the camera viewing angle will be adjusted to remain viewing the player at the same relative angle.
  • Strafe Left/Right: The player will stafe left/right, moving at 90° to the side relative to the current direction they are facing.
  • Rotate Camera L/R: These are disabled for normal gameplay; if development mode is enabled, they will allow the camera to be rotated around the player to the left/right to view the player from other angles other than from behind. Note: it may be difficult to re-adjust the camera's view back to normal without using the cam_rotate console variable.
Analog useranalog is enabled;
Player's camera is in 3rd person mode.
The player moves à la games such as Sonic Adventure, where the player will generally move in the direction the controls direct them, relative to the angle the camera is currently facing. If the player moves a direction other than forwards, the camera will automatically turn itself to keep the player on-screen.
  • Forward: The player will walk away from the camera, moving in the direction the camera is currently facing and turning to face this direction.
  • Reverse: The player will walk towards the camera, moving in the opposite direction to the direction the camera faces and turning to face this direction.
  • Turn Left/Right: The player will walk to the side of the screen, moving at 90° to the side relative to the direction the camera is facing.
  • Strafe Left/Right: Identical to Turn Left/Right.
  • Rotate Camera L/R: The camera's view will be rotated around the player to the left/right.

If the player's camera switches to 1st person camera at any point, the player will have the normal control scheme instead of analog controls.

2D mode The player is in a 2D mode level;
Linedef type 432
The exact control scheme for 2D mode depends on the camera mode the player is currently using:
  • 3rd person mode:
    • Turn Left/Right: The player walks left/right, moving to the West-East. The player will face the current direction of movement.
    • Strafe Left/Right: Identical to Turn Left/Right.
    • Forward: Has no effect.
    • Reverse: If the player is moving, this will put the player into a spin.
    • Rotate Camera L/R: Has no effect.
  • 1st person mode:
    • Forward: The player walks East-wards. The player will face the current direction of movement.
    • Reverse: The player walks West-wards. The player will face the current direction of movement.
    • Turn Left: If the player is moving, this will put the player into a spin.
    • Turn Right: Has no effect.
    • Strafe Left/Right: Identical to Turn Left/Right.
    • Rotate Camera L/R: Has no effect.

See also