Tremulous Forum
General => General Discussion => Topic started by: WolfWings ShadowFlight on April 24, 2006, 03:30:59 am
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...perhaps TOO useful by some standards.
bind 1 "sell weapons;buy psaw;itemact blaster;itemact psaw"
bind 2 "sell weapons;buy rifle;itemact rifle"
bind 3 "sell weapons;buy shotgun;itemact shotgun"
bind 4 "sell weapons;buy lgun;itemact lgun;buy ammo"
bind 5 "sell weapons;buy chaingun;itemact chaingun"
bind 6 "sell weapons;buy mdriver;itemact mdriver;buy ammo"
bind 7 "sell weapons;buy prifle;itemact prifle;buy ammo"
bind 8 "sell weapons;buy flamer;itemact flamer;buy ammo"
bind 9 "sell weapons;buy lcannon;itemact lcannon;buy ammo"
bind 0 "sell weapons;buy ackit;buy ckit;itemact ackit;itemact ckit"
bind rightarrow "sell weapons;sell upgrades;buy rifle;itemact rifle"
bind leftarrow "sell upgrades;buy bsuit"
bind uparrow "sell bsuit;sell battpack;buy jetpack;buy helmet;buy larmour"
bind downarrow "sell bsuit;sell jetpack;buy battpack;buy helmet;buy larmour"
What these binds do first is change your number keys to function like old-fashioned weapon-switching keys whenever you're in range of an armory, and for energy-based weapons will still reload the weapons when you're near a reactor or repeater.
1 - Pain Saw/Blaster (Blaster if you don't have a Pain Saw)
2 - Default Rifle
3 - Shotgun
4 - Las Gun w/ Ammo Reload from Reactor/Repeater
5 - Chaingun
6 - Mass Driver w/ Ammo Reload from Reactor/Repeater
7 - Pulse Rifle w/ Ammo Reload from Reactor/Repeater
8 - Flamethrower w/ Ammo Reload from Reactor/Repeater
9 - Lucifer Cannon w/ Ammo Reload from Reactor/Repeater
0 - Best Construction Kit
It also changes your arrows to allow quick configuration of your upgrades.
▲ - Jetpack, Helmet, Light Armor
▼ - Battery Pack, Helmet, Light Armor
► - Empty Loadout + Rifle (quick sell back to default config)
◄ - Battlesuit
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As usefull as any buyscript in any game... nice, thanks! ;)
Cheers, Danny
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What happens if you don't have any of the items the script wants to 'sell' ?
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Generally commands that cannot be completed generally fail with an error message printed.
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What happens if you don't have any of the items the script wants to 'sell' ?
You get a little text-spam in the upper-left corner of your screen about missing at item. That's it, nothing bad happens, and the rest of the script continues working just fine.
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This is pretty sweet. This should cut down a little on the damn bugs killing me for taking so long to buy stuff.
How could I script to buy a grenade?
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This is pretty sweet. This should cut down a little on the damn bugs killing me for taking so long to buy stuff.
How could I script to buy a grenade?
bind g "sell gren;itemact gren;buy gren"
My 'TK Resistant' grenade bind. Press to reload near an armory, press away from an armory to throw it.
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Ehh, its "gren", not "grenade" last time i looked.
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Ehh, its "gren", not "grenade" last time i looked.
Yup, typed from memory.
Did I mention how much I despise how convoluted some of the item names are? :-) larmour? :roll:
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How is that convoluted?
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How is that convoluted?
Well, compared to matching the menu names, it's extra names to memorize. That's all.
I.E. If it says "Grenade" on the UI menu to click on, "buy grenade" should be be the matching command to, well, buy a grenade. :-) Anything else is in the same category of 'semi-hidden, non-intuitive commands' that make the learning curve steeper and give new players a worse impression of the game.
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The grenade is a special case since it is both a weapon and an upgrade and they share the same namespace; one is "grenade", the other "gren". Other than that I don't see anything particularly unintuitive. larmour -> light armour... it's not exactly cryptic.
I honestly doubt "new players" give a fuck about the internal names of the weapons and upgrades.
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You can add these in game, but it is better to use the config file
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Would it be possible to bind a key to automatically switch to and throw a grenade?
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bind x "itemact gren"
bind x "itemtoggle blaster"
bind x "itemtoggle jetpack"
are also quite usefull :D
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Anyone know what the battery pack bind code is, i have tried everything, no such item exitsts.
One of the best bind codes
bind k "kill"
I dont use it, but it is funny if you have 20 sec kill timer, and you an a few buds run to alien base, knowing a tyrant is inside. 2 buds throw a gren, and one with the kill enabled runs in, with 2 sec left on kill countdown. Tyrant run up, person die, grens go off, no more tyrant, and sometimes no more om too. :D
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Anyone know what the battery pack bind code is, i have tried everything, no such item exitsts.
battpack
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Paradox: using /kill to avoid giving kill points is not very good style though. You could also try throwing a nade and stepping on it yourself.
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Too lazy to type r_gamma or use the options menu?
// gamma controls
set b05 "r_gamma 0.5; echo gamma 0.5; bind KP_PLUS vstr b06; bind KP_MINUS vstr b05"
set b06 "r_gamma 0.6; echo gamma 0.6; bind KP_PLUS vstr b07; bind KP_MINUS vstr b05"
set b07 "r_gamma 0.7; echo gamma 0.7; bind KP_PLUS vstr b08; bind KP_MINUS vstr b06"
set b08 "r_gamma 0.8; echo gamma 0.8; bind KP_PLUS vstr b09; bind KP_MINUS vstr b07"
set b09 "r_gamma 0.9; echo gamma 0.9; bind KP_PLUS vstr b10; bind KP_MINUS vstr b08"
set b10 "r_gamma 1.0; echo gamma 1.0; bind KP_PLUS vstr b11; bind KP_MINUS vstr b09"
set b11 "r_gamma 1.1; echo gamma 1.1; bind KP_PLUS vstr b12; bind KP_MINUS vstr b10"
set b12 "r_gamma 1.2; echo gamma 1.2; bind KP_PLUS vstr b13; bind KP_MINUS vstr b11"
set b13 "r_gamma 1.3; echo gamma 1.3; bind KP_PLUS vstr b14; bind KP_MINUS vstr b12"
set b14 "r_gamma 1.4; echo gamma 1.4; bind KP_PLUS vstr b15; bind KP_MINUS vstr b13"
set b15 "r_gamma 1.5; echo gamma 1.5; bind KP_PLUS vstr b16; bind KP_MINUS vstr b14"
set b16 "r_gamma 1.6; echo gamma 1.6; bind KP_PLUS vstr b17; bind KP_MINUS vstr b15"
set b17 "r_gamma 1.7; echo gamma 1.7; bind KP_PLUS vstr b18; bind KP_MINUS vstr b16"
set b18 "r_gamma 1.8; echo gamma 1.8; bind KP_PLUS vstr b19; bind KP_MINUS vstr b17"
set b19 "r_gamma 1.9; echo gamma 1.9; bind KP_PLUS vstr b20; bind KP_MINUS vstr b18"
set b20 "r_gamma 2.0; echo gamma 2.0; bind KP_PLUS vstr b21; bind KP_MINUS vstr b19"
set b21 "r_gamma 2.1; echo gamma 2.1; bind KP_PLUS vstr b22; bind KP_MINUS vstr b20"
set b22 "r_gamma 2.2; echo gamma 2.2; bind KP_PLUS vstr b23; bind KP_MINUS vstr b21"
set b23 "r_gamma 2.3; echo gamma 2.3; bind KP_PLUS vstr b24; bind KP_MINUS vstr b22"
set b24 "r_gamma 2.4; echo gamma 2.4; bind KP_PLUS vstr b25; bind KP_MINUS vstr b23"
set b25 "r_gamma 2.5; echo gamma 2.5; bind KP_PLUS vstr b25; bind KP_MINUS vstr b24"
vstr b16
This is my aliens.cfg which is still a work in progress. Keys 1 - 0 are set to the different evolve classes by default. 'c' rebinds them to a simple chat menu, and 'b' rebinds them to a granger build menu. Hitting 'c' or 'b' a second time resets back to the evolve menu. The in-game evolve menu is shifted off to the 9 key, and 'q' will evolve into the 'best' unit you can afford. The 'best' evolve doesnt include adv. basi or adv. marauder though, you have to choose those with keys 6 and 7.
Hopefullly this super-wide code won't break the forum tables...
//alien specific binds
// quick best evolve
bind q "class level4; class level3upg; class level3; class level2; class level1; class level0"
//menu binds
bind 1 vstr m1
bind 2 vstr m2
bind 3 vstr m3
bind 4 vstr m4
bind 5 vstr m5
bind 6 vstr m6
bind 7 vstr m7
bind 8 vstr m8
bind 9 vstr m9
bind 0 vstr m0
bind - vstr m-
bind = vstr m=
// quick construct
bind g build eggpod;
bind h build overmind;
bind p "give funds 1"
// class menu
set cmecho "echo ^21:Dretch ^32:Basilisk ^23:Marauder ^34:Dragoon ^25:Tyrant ^36:Adv.Bas ^27:Adv.Mar ^38:Adv.Goon ^19:Menu ^20/-:Granger/Adv.Gra"
set cm1 "class level0"
set cm2 "class level1"
set cm3 "class level2"
set cm4 "class level3"
set cm5 "class level4"
set cm6 "class level1upg"
set cm7 "class level2upg"
set cm8 "class level3upg"
set cm9 "+button7"
set cm0 "class builder"
set cm- "class builderupg"
//say menu
set smecho "echo 1) ^1Reactor Down!; echo 2) need eggs; echo 3) Need forward egg.; echo 4) I'll make OM; echo 5) I'm making OM; echo 6) Somebody make OM; echo 7) Where's OM?"
set sm1 "say_team ^1REACTOR IS DOWN!; vstr classbinds"
set sm2 "say_team We need eggs; vstr classbinds"
set sm3 "say_team Can somebody delete something. We need an egg here.; vstr classbinds"
set sm4 "say_team I'll make the Overmind; vstr classbinds"
set sm5 "say_team I'm making the Overmind; vstr classbinds"
set sm6 "say_team Somebody make an Overmind; vstr classbinds"
set sm7 "say_team Where is the Overmind?; vstr classbinds"
//build menu
set bmecho "echo build: 1:Egg 2:OverMind 3:Acid 4:Trapper 5:Booster 6:Hive 7:Hovel 8:Barricade"
set bm1 "build eggpod; vstr classbinds"
set bm2 "build overmind; vstr classbinds"
set bm3 "build acid_tube; vstr classbinds"
set bm4 "build trapper; vstr classbinds"
set bm5 "build booster; vstr classbinds"
set bm6 "build hive; vstr classbinds"
set bm7 "build hovel; vstr classbinds"
set bm8 "build barricade; vstr classbinds"
set resetbinds "bind c vstr saybinds; bind b vstr buildbinds; vstr classbinds; vstr cmecho"
set classbinds "set m1 vstr cm1; set m2 vstr cm2; set m3 vstr cm3; set m4 vstr cm4; set m5 vstr cm5; set m6 vstr cm6; set m7 vstr cm7; set m8 vstr cm8; set m9 vstr cm; set m0 vstr cm0; set m- vstr cm-; bind c vstr saybinds; bind b vstr buildbinds"
set saybinds "vstr smecho; set m1 vstr sm1; set m2 vstr sm2; set m3 vstr sm3; set m4 vstr sm4; set m5 vstr sm5; set m6 vstr sm6; set m7 vstr sm7; bind c vstr cancelsay"
set buildbinds "vstr bmecho; set m1 vstr bm1; set m2 vstr bm2; set m3 vstr bm3; set m4 vstr bm4; set m5 vstr bm5; set m6 vstr bm6; set m7 vstr bm7; set m8 vstr bm8; bind b vstr cancelbuild"
set cancelsay "echo chat cancelled; vstr classbinds; vstr cmecho"
set cancelbuild "echo build cancelled; vstr classbinds; vstr cmecho"
vstr resetbinds
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Paradox: using /kill to avoid giving kill points is not very good style though. You could also try throwing a nade and stepping on it yourself.
I do that when I run out of ammo and a tyrant is heading for me ... just drop a grenade, get out your blaster, nag the tyrant your way ... then if you time it right the grenade will go off killing both you and the tyrant :D My favorite tactic BTW :lol:
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could you please make a toggle key that you press that will switch the binds between human and alien?
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Matt, The way to make seperate binds for humans and aliens which I find easiest is to do it with several files.
Put all your binds common to both races in common.cfg
Put all your human specific binds in human.cfg
Put all your alien specific binds in alien.cfg
In common.cfg, add something like tihs:bind F9 "team aliens; exec alien.cfg"
bind F12 "team humans; exec human.cfg"
That method uses 2 keys, to make a single toggle key instead of seperate keys:set vstr xhuman "exec human.cfg; bind F12 vstr xalien"
set vstr xalien "exec alien.cfg; bind F12 vstr xhuman"
vstr xhuman
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Thanks for the info, it's going to be much easier to alternate teams now.
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bind p "give funds 1"
What does this do?
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bind p "give funds 1"
What does this do?
It increases your money by one.
This is only avaible if cheats are allowed (you have to load a map with "/devmap mapname").
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I've personally found these binds most useful: (similar to yours, but a bit different)
bind 0 "buy ammo"
bind 1 "sell weapons;buy rifle;itemact rifle;class level0"
bind 2 "sell weapons;buy psaw;itemact psaw;class level1"
bind 3 "sell weapons;buy shotgun;itemact shotgun;class level2"
bind 4 "sell weapons;buy lgun;itemact lgun;buy ammo;class level3"
bind 5 "sell weapons;buy chaingun;itemact chaingun;class level4"
bind 6 "sell weapons;buy mdriver;itemact mdriver;buy ammo;class level1upg"
bind 7 "sell weapons;buy prifle;itemact prifle;buy ammo;class level2upg"
bind 8 "sell weapons;buy flamer;itemact flamer;buy ammo;class level3upg"
bind 9 "sell weapons;buy lcannon;itemact lcannon;buy ammo"
bind a "sell weapons;buy ackit;itemact ackit;class builderupg"
bind b "sell upgrades;buy bsuit"
bind c "sell weapons;buy ckit;itemact ckit;class builder"
bind e "build eggpod"
bind g "buy grenade"
bind h "sell bsuit;buy helmet"
bind j "sell bsuit;sell battpack;buy jetpack"
bind k "kill"
bind l "sell bsuit;buy larmour"
bind n "build telenode"
bind o "build overmind"
bind p "sell bsuit;sell jetpack;buy battpack"
bind r "build reactor"
bind v "sell weapons;sell upgrades"
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that's strange ... I got a strange error when I submitted that ... something about PHP syntax error.
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Any way to make a toggle, like with drawgun. Say i wanted to be able to press it once, and have the gun dissapear, then press it again, and have it reappear.
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Any way to make a toggle, like with drawgun. Say i wanted to be able to press it once, and have the gun dissapear, then press it again, and have it reappear.
simplest way would probably be:
set drawgunON "set cg_drawgun 1;bind v vstr drawgunOFF"
set drawgunOFF "set cg_drawgun 0;bind v vstr drawgunON"
bind v "vstr drawgunOFF"
replacing 'v' with whatever button you want.
I also put together a little quick chat menu thing a while ago...
http://www.tremulous.net/phpBB2/viewtopic.php?t=427
(scroll down a bit)
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No, but i want a version of a command that could be toggled, like if you pressed g once, it would enable something, and if you pressed it again, it would disable it. I want this not to be limited just to drawgun, but to work for any command.
PS: use this link instead of the one you used, jumps right to the post, ERR
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That's exactly how it works.
It first executes the disappear string for the gun and makes it so that the key you just used for it will trigger the appear string for the gun the next time it is pressed, when pressed the second time it goes back to the disappear string for the the third press and so on.
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thx guys now i love it to be human and get my weapons fast
but is there someone of you who knows how to bind someting to my keypad numbers :oops: :wink:
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thx guys now i love it to be human and get my weapons fast
but is there someone of you who knows how to bind someting to my keypad numbers
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Here is my config:
autoexec.cfg:
bind kp_slash "exec humans_cfg.cfg"
bind * "exec aliens_cfg.cfg"
humans_cfg.cfg:
// humans
bind kp_end "sell weapons; buy shotgun"
bind kp_downarrow "sell weapons; buy lgun"
bind kp_pgdn "sell weapons; buy mdriver"
bind kp_leftarrow "sell weapons; buy chaingun"
bind kp_5 "sell weapons; buy prifle"
bind kp_rightarrow "sell weapons; buy lcannon"
bind kp_ins "sell weapons; buy ckit"
bind kp_del "sell weapons; buy ackit"
bind kp_enter "sell upgrades"
bind kp_home "buy larmour"
bind kp_uparrow "buy helmet"
bind kp_pgup "buy gren"
bind kp_plus "buy bsuit"
bind kp_minus "buy battpack"
aliens_cfg.cfg:
// aliens
bind kp_end "class level0"
bind kp_downarrow "class level1"
bind kp_pgdn "class level1upg"
bind kp_leftarrow ""
bind kp_5 "class level2"
bind kp_rightarrow "class level2upg"
bind kp_ins "class builder"
bind kp_del "class builderupg"
bind kp_enter ""
bind kp_home "class level4"
bind kp_uparrow "class level3"
bind kp_pgup "class level3upg"
bind kp_plus ""
bind kp_minus ""
Created on 2.April which is only a day after i tried Tremulous :)
Binds are on numeric side of the keyboard.
The only "problem" is that i didn't bind rifle for humans yet.
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People are a little crazy to learn a lots of buttons (don't get me wrong :wink: )...
Anyway, if you're loking for a 'last used weapon' bind, or a button that changes your weapon from e.g. Luci to Blaster and back, it's really simple:
bind x "itemtoggle blaster"
Yes, it works, I'm using it.
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@Slajer how did u get the keypad to work?.. i used the same code you have there but it doesnt work...
apparently for the Insert key for example, it workd when its "bind INS" but not when its bind "kp_ins"
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Thats how it works for me.
Might be keyboard related or it has to do something with the drivers.
I hope you didn't press insert above the arrows :)
NMI: it's pretty easy to remember if you use it all the time.
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To use the numpad, you need to have the NumLock on, and then just use the codes as follows:
- 1: KP_END
- 2: KP_DOWNARROW
- 3: KP_PgDn
- 4: KP_LEFTARROW
- 5: KP_5
- 6: KP_LEFTARROW
- 7: KP_HOME
- 8: KP_UPARROW
- 9: KP_PgUp
- 0: KP_INS
- .(del): KP_DEL
Thats what i use.
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Is there any way you can bind a cmd to get rid of the annoying menu that pops up if you dont have enough $ or frags/cant hold two of same item / etc?
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cg_disableWarningDialogs 1
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Is there any way you can bind a cmd to get rid of the annoying menu that pops up if you dont have enough $ or frags/cant hold two of same item / etc?
Its even an option in the menu
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aha! im an idiot
thank you ;)
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BUMP!
Usefull thread.
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Is there any way you can bind a cmd to get rid of the annoying menu that pops up if you dont have enough $ or frags/cant hold two of same item / etc?
ok, and is there a way to get rid of "annoying TEXT that pops up if you dont have enough $" ?? game spams 3-5 lines of those "helpfull messages" with my super fly binds :(
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Get more credits :p
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It'd be GREAT if you could mute those messages on a per command basis, something like the way old DOS batch files did it would be fine, eg:
class level3; // produces the error message if you cant evolve
@class level3; // doesn't say anything ever
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I'm a bit of a n00b at this... (So far all the binding I've done is through the console in game)
soo how do I add one of these binds to my set? Do I need to create a new .cfg file or something?
Sorry for the bother =\
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I'd just like to mention that, in the thread author's cfg, the "buy ammo" commands appended to the buy weapon binds are completely useless. Buying a weapon automatically gives you full ammo :P
Anyway, very helpful thread. I'm sort of combining elements from all these setups into my own.
Edit: whoops, my bad. The buy ammo command is what allows you to guy ammo by pressing the button near a reactor/repeater. My bad, overlooked that. But it has "buy ammo" next to the flamer, the flamer is an ammo weapon is it not?
Also, I figured I'd add my newly created universal "Massive Damage" bind. Buys the best armour available, then the best weapon available, and simply evolves into the best alien available. It has its uses, when it's late game and all you're using is bsuit+luci, or tyrants. :P I left out the jet/batt packs, since those drain about 100 creds from you; and since you have to have >400 creds (bsuit) to get a jet/batt pack, you wouldn't have much left for weapons/armour. Also, rearrange it if you want to guarantee yourself a certain weapon before it tries to buy you armour (so, for example, put pulse rifle first if you want it to buy that first before trying to buy armour, to prevent a bsuit+rifle style combo)
bind x "sell weapons;sell upgrades;buy bsuit;buy helmet;buy larmour;buy lcannon;buy flamer;buy prifle;buy mdriver; buy chaingun;buy lgun;buy shotgun;buy psaw;buy rifle;class level4;class level3upg;class level3;class level2upg;class level2;class level1upg;class level1;class level0"
(agh, speaking of Massive Damage, that's my username, I think I'll make a new account here under that name)
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is there a way to bind saying something to a key, for instance, pressing k would team say "return to base" or something
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There sure is:
bind F3 "say_team We need Spawns!!"
just hcange the key and whatever you want to say
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bind z sayteam GRENADE //for alians
bind x use medkit // for humans
bind k disconnect // for test mods
bind l say spam // for people that will not shutup
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It'd be GREAT if you could mute those messages on a per command basis, something like the way old DOS batch files did it would be fine, eg:
class level3; // produces the error message if you cant evolve
@class level3; // doesn't say anything ever
better yet:
class level3noechoerrors
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hey ive been rooting around in the folder and couldnt find anywhere to plug in binds while not ingame. im sure this question is stupid and has been asked a billion times but is there a text file or something that you can add binds offline?
sry for being a noob :wink: we all gotta start somewhere
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hey ive been rooting around in the folder and couldnt find anywhere to plug in binds while not ingame. im sure this question is stupid and has been asked a billion times but is there a text file or something that you can add binds offline?
sry for being a noob :wink: we all gotta start somewhere
in your base folder..
autogen.cfg
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sweet, thanks a million, its made everthing simpler lol :D
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okay i know ive asked where to find binds and got the autogen thing in the base folder, the problem is when i try to open the file. What program do i need to open it, or how do i edit it
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hey ive been rooting around in the folder and couldnt find anywhere to plug in binds while not ingame. im sure this question is stupid and has been asked a billion times but is there a text file or something that you can add binds offline?
sry for being a noob :wink: we all gotta start somewhere
in your base folder..
autogen.cfg
You'll notice at the top of that file it says something like "automatically generated, do not edit". Use autoexec.cfg in the same directory instead.
Ben, use whatever text editor you like best. Notepad works fine. You might need to right click->open with... to do so (I'm assuming you're running windows).
Jeff
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Ok, I love my team joining bind. I'm always the first to join a team, so I always get the one I want without a wait :) But is there a command for what to spawn with? The only menu I'm stuck using is the "Rifle/Kit" and "Dretch/Granger" spawn menu, I was wondering if there's a way around that too.
Also:
- Is there a command to clear the console? Someone said it was "clear" but apparently that doesn't work. See, for my build binds, I'd like to have an echo that displays alll the building names with a | in between, and simply has a different font colour on the building name currently selected. This would look far better with a clear command right before it, so that there's never more than one of it per line.
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- Is there a command to clear the console?
/clear
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Rippy: To spawn, use the follwing commands for binds:
ALIENS
For Dretch: \class level0
Builder: \class abuildupg; \class abuild
The above will spawn as an advanced granger if it's available, otherwise standard granger. It works because once you've spawned you won't spawn again when the second executes.
HUMANS:
Rifle: \class rifle
Builder: \class ackit; \class ckit
(See above: "choose the best one")
Note that you /can/ spawn with a ckit when the ackit is available, but there isn't a point in doing that.
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Rippy: To spawn, use the follwing commands for binds:
ALIENS
For Dretch: \class level0
Builder: \class abuildupg; \class abuild
The above will spawn as an advanced granger if it's available, otherwise standard granger. It works because once you've spawned you won't spawn again when the second executes.
HUMANS:
Rifle: \class rifle
Builder: \class ackit; \class ckit
(See above: "choose the best one")
Note that you /can/ spawn with a ckit when the ackit is available, but there isn't a point in doing that.
what about
/class level1
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Um, no.
You can only spawn as those listed. level0, abuild, abuildupg (when avail.), rifle, ackit, and ckit. (I tried it as a human, at least, \class prifle -- it's not a starting class so you can't use it.)
EDIT: Tried with Alien; "You cannot spawn as this class." Spawning is a special case in Cmd_Class_f (g_cmds.c).