# Dollycam Commands

### `exec dollycam`

Does various things. You will only need to do this command once. It loads the dollycam plugin itself, as well as setting some binds.

{% hint style="info" %}
This command will return every command that it executes.
{% endhint %}

### `dolly_activate`

Makes the camera **follow** the dollycam path you have made.

{% hint style="success" %}
This is bound to `Numpad 1` (turn on NumLock) when you do `exec dollycam`.
{% endhint %}

### `dolly_cam_clone`

Creates snapshots while the camera is in other modes, such as Hard Attach. The regular `dolly_snapshot_take` only works in Fly Mode, hence this command.

### `dolly_cam_set_fov <fov>`

Modifies FOV (Any number from 1-170). This doesn't affect your path, just sets the camera's **current** FOV. You can take snapshots with FOV done by this.

### `dolly_cam_set_frame <frame>`

Modifies gametick. This skips to the exact frame specified. Divide the gametick by 30 to get the ingame time.

{% hint style="danger" %}
This command is slightly buggy.
{% endhint %}

### `dolly_cam_set_location <x> <y> <z>`

Modifies location. This moves the camera to the in-game coordinate specified.

### `dolly_cam_set_rotation <pitch> <yaw> <roll>`

Modifies rotation. This rotates the camera to the angle specified. Rocket League stores rotation as 16-bit Euler angles. The signed range of integer values that can be stored in 16 bits is **−32,768** ($$-1 \times 2^{15}$$) through **32,767** ($$2^{15}-1$$).

{% hint style="info" %}
For both of these, refer to the Cinematics Buddy objects tutorial to find out how to convert coordinates and rotation from other sources into Rocket League's coordinate system.

Also check: [Useful Game Values](https://github.com/RLBot/RLBot/wiki/Useful-Game-Values)
{% endhint %}

### `dolly_cam_show`

Outputs the camera's current frame, location, rotation, and FOV.

### `dolly_deactivate`

Stops the camera following the dollycam path you have made.

{% hint style="success" %}
This is bound to `Numpad 2` (turn on NumLock) when you do `exec dollycam`.
{% endhint %}

### `dolly_interpmode <mode>`

This changes both location and rotation interpolation. The available interpolation modes are described in [the previous chapter](https://akucchi.gitbook.io/ultimate-rocket-league-editing-guide/making-your-first-cinematics/interpolation-modes), and the command itself takes the numbers 0, 1, 2, 4 or 5.

### `dolly_interpmode location/rotation <mode>`

This changes location or rotation interpolation. The modes are the same as previous command.

### `dolly_path_clear`

This irrevocably deletes all snapshots taken.

### `dolly_path_load <name>`

This loads a path from a saved file.

### `dolly_path_save <name>`

This saves a path. The file saves with no extension in the **Win64** folder. See [previous chapter](https://akucchi.gitbook.io/ultimate-rocket-league-editing-guide/making-your-first-cinematics/saving-and-loading-paths) about dollycam for info on this.

### `dolly_render <boolean>`

This will show/hide a path that you have made. The booleans are defined to have value **1** if true and **0** if false. Outputs the previous value and the new one to the console.

{% hint style="info" %}
The path needs at least 2 snapshots to show.
{% endhint %}

### `dolly_render_frame <boolean>`

This will show/hide the black frame numbers shown on a path.

### `dolly_snapshot_delete <nth>`

This irrevocably deletes the snapshot that you specify. The number starts from 1, and is in chronological order. The number of the snapshot is the first number next to the red dot.

### `dolly_snapshot_info <id>`

This tells you the ID, FOV, time, weight, location (x, y, z), and rotation (p, r, y). The `id` is the second number next to the red dot, normally indicated by **(ID: xxxx)**.

### `dolly_snapshot_list`

Lists all snapshots and their info in your path. Unlabeled, but the order is ID, weight, time, FOV, location, rotation.

### `dolly_snapshot_take`

Takes a snapshot.

{% hint style="success" %}
This is bound to `Numpad 5` (turn on NumLock) when you do `exec dollycam`.
{% endhint %}
