Author Topic: Bind help  (Read 6467 times)

Death_First

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Bind help
« on: April 03, 2007, 04:40:29 pm »
im trying to make a selectable bind pack like this

Code: [Select]
seta evolve ""
seta buy1""
seta buy2""
seta buy3""
seta buy4""
seta buy5""
bind 1 "set buy1 sell weapons;set buy2 buy ackit;set buy3 buy ckit;set buy4 itemact ackit;set buy5 itemact ckit;set evolve class level0;echo ^3[Dretch/ckit, Press r to evlove/buy]"
bind r "vstr evolve;vstr buy1;vstr buy2;vstr buy3;vstr buy4;vstr buy5"


that is part of it the vstr is usualy at the end
it sells the gun and says doesnt have the ckit
doesnt have the ackit
i know what that meens but i dont know why its doing it
ok this wont work does any 1 know y

David

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Death_First

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Bind help
« Reply #2 on: April 03, 2007, 05:33:01 pm »
Quote from: "David"
http://mercenariesguild.net/index.php?option=com_openwiki&Itemid=46&id=binds

ok that helped but it still didnt tell me what im doing worng

player1

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Sorry, I know nothing about this, but...
« Reply #3 on: April 03, 2007, 07:07:12 pm »
This may not help you at all but you misspelled evolve as evlove one time, just before the vstr line.

benmachine

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Bind help
« Reply #4 on: April 03, 2007, 08:16:11 pm »
I tried to do something similar:
seta buydef "vstr hlarm"
seta hlarm "sell bsuit; buy helmet; buy larmour; set buydef vstr bsuit; wait 100; set buydef vstr hlarm"
seta bsuit "sell upgrades; buy bsuit"

Despite my best efforts, it wouldn't let me set hf3 vstr bsuit, so I had to settle for:
bind 3 "sell bsuit; buy helmet; buy larmour; bind 3 vstr bsuit; wait 100; bind 3 vstr hf3"
seta bsuit "sell upgrades; buy bsuit"

Looks like it's a limitation of the binding system :(
I'm sure there's another way to do what you want.
benmachine

Death_First

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Bind help
« Reply #5 on: April 04, 2007, 12:38:41 am »
ok i fixed it! it works good enough but now im makeing a build part to that and it always says can not build

Code: [Select]
seta builda""
seta buildh""
bind kp_end "set builda build overmind;set buildh build reactor;echo ^1[Overmind/Reactor, Press Numpad Enter to build]"
bind kp_downarrow "set builda build egg;set buildh build telenode;echo ^1[Egg/Telenode, Press Numpad Enter to build]"
bind kp_pgdn "set builda build ascid_tube;set buildh build mgturret;echo ^1Turret/Ascid Tube, Press Numpad Enter to build]"
bind kp_leftarrow "set builda build hive;set buildh build telsa;echo ^1[Hive/Telsa, Press Numpad Enter to build]"
bind kp_5 "set builda build booster;set buildh build arm;echo ^1[Arm/Booster, Press Numpad Enter to build]"
bind kp_rightarrow "set builda build baricade;set buildh build medistat;echo ^1[Baricade/Medistat, Press Numpad Enter to build]"
bind kp_home "set builda build traper;set buildh build dcc;echo ^1Traper/Defence Comp, Press Numpad Enter to build]"
bind kp_uparrow "set builda build hovel;set buildh build repeter;echo ^1[Hovel/Repeter, Press Numpad Enter to build]"
bind kp_enter vstr builda;vstr buildh

what is wrong with it i have no idea

Death_First

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Bind help
« Reply #6 on: April 05, 2007, 01:51:02 pm »
ok i got the aliens to work now how do i get the humans to work at the same time

Caveman

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Bind help
« Reply #7 on: April 05, 2007, 02:55:40 pm »
You think and then remember that you can have different binds loaded on a key-press

Eli

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Bind help
« Reply #8 on: April 05, 2007, 06:51:24 pm »
Death, why not just make a totally different .cfg file that is execed when you spawn as a granger, and then on all of the evo binds in the builder .cfg file exec your normal binds... Wouldn't that make more sense?
(Same idea with humans btw...)

This would also allow you more keyspace as normal aliens because all of your building related binds are in a builder.cfg, and hbuilder.cfg...
ngame name:(Cebt)Namrorrim

I EAT BUTTERED TOAST MOOO!!!

Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.

Death_First

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Bind help
« Reply #9 on: April 05, 2007, 07:14:14 pm »
is there a way to have them automadicly execed?

Eli

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Bind help
« Reply #10 on: April 07, 2007, 08:02:06 pm »
Ehh... Well you could have it exec your normal binds after you buy/evo to anything else, then the only thing is that you'll get a little 'execing t_aliens/humans.cfg...'

You would usually have /bind kp_ins "set evolve class level 0" So instead just do this: /bind kp_ins "set evolve class level 0;exec t_aliens.cfg"

Simple you just add ;exec t_aliens.cfg" after every bind...

Oh side Question for all you 1337 binders out there...

I have all of these odd extra buttons on my lousy microsoft keyboard, and I was wondering what would there names be, for I would like to use them ingame?

To be more clear here is a pic with the buttons circled (Sorry for crappy quality) On my Microsoft Mutimedia Keyboard1.0A
ngame name:(Cebt)Namrorrim

I EAT BUTTERED TOAST MOOO!!!

Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.

Caveman

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Bind help
« Reply #11 on: April 07, 2007, 08:45:11 pm »
Try finding out their scan-code and then do a "bind 0x00 blubb"

Eli

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Bind help
« Reply #12 on: April 07, 2007, 10:04:28 pm »
/me is confused...

How would I go about finding their scan-code?

And I take it the 'blubb' is the code...
ngame name:(Cebt)Namrorrim

I EAT BUTTERED TOAST MOOO!!!

Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.