what about binds?
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- Posts: 2362
- Joined: Wed Nov 01, 2000 8:00 am
what about binds?
one thing that pissed me off, and a slew of other people i know, was how gay the binding system was in D3. my biggest peeve was the lack of the ability to use my loved double binds.
you think q4 will give us more creativity when it comes to binds this time around?
you think q4 will give us more creativity when it comes to binds this time around?
I think it will, but I don't see the need for it.
I mean you can do some creative things with binding, but in the interests of just keeping it simple, it'd be nice if as little of the underbelly was exposed.
Arguably though, the highly configurable nature of Q3 is what kept such a hardcore following all this time.
I mean you can do some creative things with binding, but in the interests of just keeping it simple, it'd be nice if as little of the underbelly was exposed.
Arguably though, the highly configurable nature of Q3 is what kept such a hardcore following all this time.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
I think being able to highly customize/personalize your controls is one of the greatest things about Quake. I have been turned off other games that were really good gameplay-wise, simply because I didn't have the level of control that I do in Q3.Foo wrote:I think it will, but I don't see the need for it.
I mean you can do some creative things with binding, but in the interests of just keeping it simple, it'd be nice if as little of the underbelly was exposed.
Arguably though, the highly configurable nature of Q3 is what kept such a hardcore following all this time.
I really, really hope Q4 is as configurable as 3 was.
It does, but user-defined alias commands in the Doom 3 tech get treated as cvars--and the default behavior for a cvar in Doom is for it to be flagged as a cheat. So when you have set MyAwesomeAlias "say btw; wait 10; say cocks" (or whatever) set up as an alias in your .cfg file, you can bind a key to vstr MyAwesomeAlias and all will be fine. Double-bindings, however, which require a nested group of aliases that set and re-set each other, don't work in Doom 3--your keybinding that changes the value of MyAwesomeAlias will just get you a console warning about how MyAwesomeAlias is cheat protected.
In Quake 4, however...
...user-created alias commands work just as freely as they did in Quake III. The only caviat is this: rather than MyAwesomeAlias, you would need to name it ua_MyAwesomeAlias. The ua_ prefix flags the cvar as a user-created alias, and not as a cheat, allowing you to set and re-set it as often as you like without tripping the "hey, this is cheat-protected" warning.
In Quake 4, however...
...user-created alias commands work just as freely as they did in Quake III. The only caviat is this: rather than MyAwesomeAlias, you would need to name it ua_MyAwesomeAlias. The ua_ prefix flags the cvar as a user-created alias, and not as a cheat, allowing you to set and re-set it as often as you like without tripping the "hey, this is cheat-protected" warning.
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- Posts: 2362
- Joined: Wed Nov 01, 2000 8:00 am
btw when it hits the shelves, just add this to your .cfg:
you can bind it to whatever key you want, of course
you can also rename the aliases to whatever suits you
Code: Select all
seta "ua_toggleRocket" "_impulse6; set ua_toggleRLRG 'vstr ua_toggleRail'"
seta "ua_toggleRail" "_impulse7; set ua_toggleRLRG 'vstr ua_toggleRocket'"
seta "ua_toggleRLRG" "vstr ua_toggleRocket"
bind "q" "vstr ua_toggleRLRG"
you can also rename the aliases to whatever suits you