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m (more KeySmalls, and minor wording tweaks) |
m (consolidated details on camera controls under "Camera controls" section) |
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|colspan=3 align=center|{{KeySmall|Return}} | |colspan=3 align=center|{{KeySmall|Return}} | ||
|Cycle camera modes (see | |Cycle camera modes (see {{SectionLink||Camera controls}} for details) | ||
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===Camera controls=== | ===Camera controls=== | ||
Note that the camera controls have default mappings, given below, but unlike the developer hotkeys, they are | Press {{KeySmall|Enter}} to cycle through three camera modes:<br> | ||
1. Normal – camera attached to Konoko<br> | |||
2. Detached A – mouse still controls character aim<br> | |||
3. Detached B – mouse aims camera | |||
After detaching the camera with {{KeySmall|Enter}} and flying it away from Konoko, {{KeySmall|End}} teleports Konoko to the camera position and attaches the camera to her position again. If you turn off collision with "chr_nocollision 0 1" before teleporting, Konoko will not fall out of the air when teleported to a camera position that is in mid-air (just don't jump with collision off...). | |||
Note that the camera controls have default mappings, given below, but unlike the developer hotkeys, they are custom-bindable. In fact, on Macs, the default numpad bindings ''need'' to be customized or they won't work at all. See note [[Customizing/Binding#Detached camera controls|HERE]] about how to bind these keys and fix the Mac numpad controls. Also, the definitions of panning left and right are reversed, as NumPad4 will turn the camera to the left, but its action is called "man_cam_pan_right", and vice versa for NumPad6.... | |||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | {|class="wikitable" style="margin-left:auto; margin-right:auto;" | ||
|align="center"|'''Windows''' | |align="center"|'''Windows''' |