Quake Live

Quake Live

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Avantu Sep 21, 2014 @ 11:10am
How to bind mouse wheel to jump?
Like in topic, how? I tried bind mhweelup jump but it did nothing.
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Showing 1-15 of 19 comments
ToastedJelly Sep 21, 2014 @ 11:28am 
bind mwheelup "+moveup"
bind mwheeldown "+moveup"
JaXx Sep 21, 2014 @ 11:52am 
You should bind jump to mouse2 button. Thats how the pro's play too.
wheel will not help you with rocketjumps or plasma climbs.

So, bind mouse2 for jump :)
ToastedJelly Sep 21, 2014 @ 11:59am 
I never got why you would bind jump to mouse2...

My theory is because of less chance for keyboard ghosting, because you jump all the time. Or because people have peoblems timing left and right hand for rocket jumps...

Anyway, if you have a good keyboard, that's probably not necessary.

I zoom in mouse2.
JaXx Sep 22, 2014 @ 10:02am 
Do not get me wrong. I still jump with space :)
But most of the cfgs i seen from the pros, they use mouse2. It is very good for rocketjumping.

The jump in ZTN from mega health to grenade was suddenly very easy for me when i tried mouse2. Although i always go back to space because thats the way i was introduced to it :)

Closest you can come to weel is mouse2 for jumping. So it should be easy to migrate to it
Mr Keefy Sep 22, 2014 @ 4:33pm 
Forother games that require perfect timing binding to wheel makes sense, but in Quake there is no need for perfect timing due to the way jump works,
ToastedJelly Sep 23, 2014 @ 7:42am 
What do you mean there's no perfect timing required? I use timing between jump and rocket to choose the RJ height or exact timing between strafing jumps to be able to change direction without losing speed.
Mr Keefy Sep 23, 2014 @ 8:01am 
Quake doesn't need perfect timing for strafe jumping, never has. Even less need now since they allow you to hold jump down and away you go.
In past Quake games As long as you released jump mid air, reapplied it and held it down before you landed you jumped at the perfect time. Try that in Unreal (most other FPs games) and you will not jump.
Last edited by Mr Keefy; Sep 23, 2014 @ 8:21am
cl_placebo Sep 23, 2014 @ 10:56am 
MOUSE2 is nice for cirkelstrafing, jumping up stairs, rocket jumping and such imo. I time every click just perfect, making Bridge 2 Rail forwards, backwards, sideways, in anyway posible I guess. Imposible for me to do that with space.
Last edited by cl_placebo; Sep 23, 2014 @ 10:57am
JCDBionic Sep 23, 2014 @ 11:32am 
I always use mouse2 for jump and I'm trying space for recent weapon currently. But my mousewheel wont register in the settings menu but does function in-game. I'll try binding in the console but can anyone tell what the name of the next and previous weapon actions are in the console? thanks
cl_placebo Sep 23, 2014 @ 11:36am 
Originally posted by BoguleZ:
I always use mouse2 for jump and I'm trying space for recent weapon currently. But my mousewheel wont register in the settings menu but does function in-game. I'll try binding in the console but can anyone tell what the name of the next and previous weapon actions are in the console? thanks

bind mwheelup weapprev
bind mwheeldown weapnext
Mr Keefy Sep 23, 2014 @ 11:42am 
Do you mean weapon toggle?

Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
JCDBionic Sep 23, 2014 @ 11:53am 
Originally posted by I4N:
Originally posted by BoguleZ:
I always use mouse2 for jump and I'm trying space for recent weapon currently. But my mousewheel wont register in the settings menu but does function in-game. I'll try binding in the console but can anyone tell what the name of the next and previous weapon actions are in the console? thanks

bind mwheelup weapprev
bind mwheeldown weapnext


Cheers
Last edited by JCDBionic; Sep 23, 2014 @ 11:53am
ToastedJelly Sep 23, 2014 @ 8:14pm 
Originally posted by S-UK keefy:
Quake doesn't need perfect timing for strafe jumping, never has. Even less need now since they allow you to hold jump down and away you go.
In past Quake games As long as you released jump mid air, reapplied it and held it down before you landed you jumped at the perfect time. Try that in Unreal (most other FPs games) and you will not jump.

Well, that's not true, if you want to move around a map that is not a straight strafing train course.
If you want to curve your way harder than what you can do by just strafing in one direction, but don't want to lose all speed, you need to delay your jump to change direction, but not too long or you lose the speed.

And holding jump to accelerate does nothing for you there.
inspectre Sep 23, 2014 @ 8:57pm 
Originally posted by ToastedJelly:
What do you mean there's no perfect timing required? I use timing between jump and rocket to choose the RJ height or exact timing between strafing jumps to be able to change direction without losing speed.

Using mousewheel to jump became popular in counter-strike because you could only jump if you pressed the key while on the ground. In order to bunnyhop, you had to time your jump by pressing just as you hit the ground; if you hit jump to early, it didn't activate, and if you hit it too late, you lost all momentum. The mousewheel was used as a workaround because the scrolling action would "press" the jump key multiple times in quick succession, allowing some leniancy in when you needed to scroll the mousewheel. This is not neccessary in quake because pressing jump early will still allow you to jump if you hold down the key.
Last edited by inspectre; Sep 23, 2014 @ 9:04pm
Munneh Feb 12, 2016 @ 6:34am 
Can someone help me with this code,
I'm trying to bind a key so I can toggle scroll to jump and switch to change weapons
//Scroll to Jump
bind "kp_5" "B"
alias "B" "Bon"
alias "Bon" "bind mwheeldown +moveup; alias B Boff"
alias "Boff" "unbind mwheeldown; bind mwheeldown weapprev; alias B Bon"
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Date Posted: Sep 21, 2014 @ 11:10am
Posts: 19