Did you even take a look at the site I linked to?

Quote:


c_rotate(ENTITY* entity, ANGLE* angle, var mode)





entity in this case is a pointer to your player entity (space ship thing)

angle* is a vector which will be used for the 3 angle directions: pan,tilt,roll

var mode: this is where you put the "use_axisr"

And you put this into your player entity action.
Example:
Use mouse_force.y for rotating the tilt of the entity:
Code:

action player_act
{
player = me;
while(me)
{
c_rotate(my,vector(0,5*mouse_force.y*time_step,0),use_axisr);
wait(1);
}
}