Author Topic: Some binds I've found useful...  (Read 31684 times)

WolfWings ShadowFlight

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Some binds I've found useful...
« on: April 24, 2006, 03:30:59 am »
...perhaps TOO useful by some standards.

Code: [Select]

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
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

[db@]Megabite

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« Reply #1 on: April 24, 2006, 11:07:54 am »
As usefull as any buyscript in any game... nice, thanks! ;)

Cheers, Danny
url=http://www.tremulous.info][/url]


Howitzer

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« Reply #2 on: April 24, 2006, 04:47:01 pm »
What happens if you don't have any of the items the script wants to 'sell' ?

Silverius

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« Reply #3 on: April 24, 2006, 05:22:47 pm »
Generally commands that cannot be completed generally fail with an error message printed.

WolfWings ShadowFlight

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« Reply #4 on: April 24, 2006, 05:51:45 pm »
Quote from: "Howitzer"
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.
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

kozak6

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« Reply #5 on: April 25, 2006, 01:05:01 am »
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?

WolfWings ShadowFlight

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« Reply #6 on: April 25, 2006, 02:33:41 am »
Quote from: "kozak6"
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?


Code: [Select]
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.
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

Catalyc

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« Reply #7 on: April 25, 2006, 02:57:51 am »
Ehh, its "gren", not "grenade" last time i looked.
ttp://tremmapping.pbwiki.com/

WolfWings ShadowFlight

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« Reply #8 on: April 25, 2006, 03:58:07 am »
Quote from: "Catalyc"
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:
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

Timbo

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« Reply #9 on: April 25, 2006, 01:18:14 pm »
How is that convoluted?

WolfWings ShadowFlight

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« Reply #10 on: April 25, 2006, 03:52:15 pm »
Quote from: "Timbo"
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.
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

Timbo

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« Reply #11 on: April 25, 2006, 07:11:02 pm »
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.

Paradox

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« Reply #12 on: April 25, 2006, 08:12:33 pm »
You can add these in game, but it is better to use the config file

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kozak6

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« Reply #13 on: April 26, 2006, 02:06:57 am »
Would it be possible to bind a key to automatically switch to and throw a grenade?

Catalyc

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« Reply #14 on: April 26, 2006, 03:00:15 am »
bind x "itemact gren"
bind x "itemtoggle blaster"
bind x "itemtoggle jetpack"
are also quite usefull :D
ttp://tremmapping.pbwiki.com/

Paradox

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« Reply #15 on: April 26, 2006, 04:51:16 am »
Anyone know what the battery pack bind code is, i have tried everything, no such item exitsts.

One of the best bind codes
Code: [Select]
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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WolfWings ShadowFlight

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« Reply #16 on: April 26, 2006, 05:39:16 am »
Quote from: "Paradox"
Anyone know what the battery pack bind code is, i have tried everything, no such item exitsts.


battpack
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

Silverius

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« Reply #17 on: April 26, 2006, 07:24:04 am »
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.

chompers

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« Reply #18 on: April 27, 2006, 06:00:47 pm »
Too lazy to type r_gamma or use the options menu?
Code: [Select]

// 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...
Code: [Select]

//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

Draconishinobi

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« Reply #19 on: April 30, 2006, 08:54:15 pm »
Quote from: "Silverius"
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:

Vector_Matt

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« Reply #20 on: May 01, 2006, 05:47:23 pm »
could you please make a toggle key that you press that will switch the binds between human and alien?

chompers

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« Reply #21 on: May 01, 2006, 06:08:57 pm »
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:
Code: [Select]
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:
Code: [Select]
set vstr xhuman "exec human.cfg; bind F12 vstr xalien"
set vstr xalien "exec alien.cfg; bind F12 vstr xhuman"
vstr xhuman

Vector_Matt

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« Reply #22 on: May 01, 2006, 08:53:32 pm »
Thanks for the info, it's going to be much easier to alternate teams now.

Paradox

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« Reply #23 on: May 02, 2006, 08:00:02 pm »
Quote from: "chompers"
bind p "give funds 1"

What does this do?

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raph

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« Reply #24 on: May 02, 2006, 09:43:04 pm »
Quote from: "Paradox"
Quote from: "chompers"
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").

Draconishinobi

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« Reply #25 on: May 03, 2006, 06:32:11 pm »
I've personally found these binds most useful: (similar to yours, but a bit different)

Code: [Select]

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"

Draconishinobi

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« Reply #26 on: May 03, 2006, 06:33:40 pm »
that's strange ... I got a strange error when I submitted that ... something about PHP syntax error.

Paradox

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« Reply #27 on: May 08, 2006, 11:35:30 pm »
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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OverFlow

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« Reply #28 on: May 09, 2006, 04:00:49 am »
Quote from: "Paradox"
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:
Code: [Select]
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)

Paradox

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« Reply #29 on: May 09, 2006, 08:02:16 pm »
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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