Nobody knows how to yet, that's why rgoer is trying to look into a workaround.kawaii wrote:I've read the above posts, but I still don't know how to bind a crosshair, fov and sensitivity to a weapon. In quake 3 it was very easy.. but in quake 4 it's pretty difficult.
Binds, Commands, Cvars & Scripts
Ok thnxR00k wrote:Nobody knows how to yet, that's why rgoer is trying to look into a workaround.kawaii wrote:I've read the above posts, but I still don't know how to bind a crosshair, fov and sensitivity to a weapon. In quake 3 it was very easy.. but in quake 4 it's pretty difficult.


I haven't tried that specific scenario, but if you simply type _impulse 5 in the console or put _impulse 5 in a configuration file, it won’t work. If that simple statement won’t work, it seems like all bets are off.Deji wrote:Can't you write your own variables in Q4?
For instance: seta blah "_impulse 5"
bind x _impulse 10 ; vstr blah
Or would that also not work?
- Jason
But, it makes me wonder what’s going on programmatically if you can’t even type in _impulse5 at the console? What’s the reasoning behind that? It’s not being used with anything else – it’s just a statement.
It’s bothersome that it looks like they went out of their way to isolate those commands.
It’s bothersome that it looks like they went out of their way to isolate those commands.
- Jason
I tried:
Made a mp.cfg with binds like this (I exec it when I play mp)
// WeaponBinds
bind "SPACE" "exec gauntlet.cfg" //gauntlet
bind "MWHEELDOWN" "exec rocket.cfg" //Rocket Launhcer
bind "MWHEELUP" "exec shaft.cfg" //Lightning gun
bind "MOUSE4" "exec plasma.cfg" //Plasmagun
bind "g" "exec grenade.cfg" //Grenade Launcher
bind "e" "exec shotgun.cfg" //Shotgun
bind "w" "exec machinegun.cfg" //Machinegun
and one of my weapon binds would look like
rocket.cfg
bind "MWHEELDOWN" "_impulse6"
seta sensitivity "7"
seta ui_showgun "0" //Rocket Launhcer
It changed the weapon alright. But it didnt set sensitivity.
Any reason for this not to work?
Im pretty upset that they have removed the option to have multiple commands on one line .. I liked the Q3 possibilties
Made a mp.cfg with binds like this (I exec it when I play mp)
// WeaponBinds
bind "SPACE" "exec gauntlet.cfg" //gauntlet
bind "MWHEELDOWN" "exec rocket.cfg" //Rocket Launhcer
bind "MWHEELUP" "exec shaft.cfg" //Lightning gun
bind "MOUSE4" "exec plasma.cfg" //Plasmagun
bind "g" "exec grenade.cfg" //Grenade Launcher
bind "e" "exec shotgun.cfg" //Shotgun
bind "w" "exec machinegun.cfg" //Machinegun
and one of my weapon binds would look like
rocket.cfg
bind "MWHEELDOWN" "_impulse6"
seta sensitivity "7"
seta ui_showgun "0" //Rocket Launhcer
It changed the weapon alright. But it didnt set sensitivity.
Any reason for this not to work?
Im pretty upset that they have removed the option to have multiple commands on one line .. I liked the Q3 possibilties
That one worked ..
But a new problem arised :icon33:
When pressing the binded key, and the scripts get executed you stop!
tried with the gauntlet.
running thru the halls with a sense of 15 with the machine gun, the gauntlet script have a sense of 1. (so I would notice it right away
)
When I pressed my binded gauntlet key, I stopped, so I had to release my forward key, and re-press it to start running again.
Now this is just great iD, now fix it!
Thanks for the reply m8
But a new problem arised :icon33:
When pressing the binded key, and the scripts get executed you stop!
tried with the gauntlet.
running thru the halls with a sense of 15 with the machine gun, the gauntlet script have a sense of 1. (so I would notice it right away

When I pressed my binded gauntlet key, I stopped, so I had to release my forward key, and re-press it to start running again.
Now this is just great iD, now fix it!
Thanks for the reply m8
How would you create a multiple weapon bind?
Normally, you would bind a weapon like this:
bind "c" "_impulse6"
However, I want to bind multiple weapons to a single bind. Something like this:
bind "c" "_impulse6, _impulse7"
So, when "c" is pushed, it switches to weapon "impulse6", if i do not have the "impulse6" weapon, it will go to "impulse7". I have done this in Half-Life/Counter-Strike using the above syntax. I'm pretty sure you are able to do it in Quake, just not quite sure about the syntax.
Normally, you would bind a weapon like this:
bind "c" "_impulse6"
However, I want to bind multiple weapons to a single bind. Something like this:
bind "c" "_impulse6, _impulse7"
So, when "c" is pushed, it switches to weapon "impulse6", if i do not have the "impulse6" weapon, it will go to "impulse7". I have done this in Half-Life/Counter-Strike using the above syntax. I'm pretty sure you are able to do it in Quake, just not quite sure about the syntax.
be warned, using recursive vstr loops to animate your name and/or clan tag is really only for show--I wouldn't recommend enabling it during a game that you actually care about
things like weapon-switching and chatting can get delayed while they wait for the loop to cycle... it sucks to get clowned because you couldn't get the shotty out in time due to your fancy animated name
truthfully, I only came up with that shit to see if it was detrimental to servers (excess flooding of name changes from clients, etc)... it turns out servers can handle it, so I left it in my cfg--but really, it's not something I would recommend for everyday gameplay
things like weapon-switching and chatting can get delayed while they wait for the loop to cycle... it sucks to get clowned because you couldn't get the shotty out in time due to your fancy animated name
truthfully, I only came up with that shit to see if it was detrimental to servers (excess flooding of name changes from clients, etc)... it turns out servers can handle it, so I left it in my cfg--but really, it's not something I would recommend for everyday gameplay
rgoer...would it be possible for me to ask a favor...basically wondering if and when a point release get made if it would be possible to have con_notifyTime & con_speed unlocked for multiplayer, and maybe a var added to control how many lines of chat can be displayed. 
looking to basically print script options to the screen with addChatLine...and would like to print more than like 5 optons at a time...plus be able to clear them from the screen quickly once done.
con_speed mostly to echo out a help text to the console and then drop it down for view in as little time as possible.
You can see an old SoF II example of this here

looking to basically print script options to the screen with addChatLine...and would like to print more than like 5 optons at a time...plus be able to clear them from the screen quickly once done.
con_speed mostly to echo out a help text to the console and then drop it down for view in as little time as possible.
You can see an old SoF II example of this here
Nice script, something to build off of, thanks for sharing. :icon14:Nologic wrote:Well here is some thing for you guys to look over...early beta but its some thing.
autoexec.cfg 0.20 Beta
Oh if you guys go pubbing...be sure to use a different nick and tags.
PS code samples taken from nitro's & rgoer's config files.
PS, you might want to change your kill bind to "kill -1" instead of zero. "kill 0" kills the person in player spot 0, not always yourself.

If you have this fixed, try to have the coders keep the movement impulses locked (no rocketjump script, better yet, no forward rocket jump script!)rgoer wrote:I thought maybe this would work:but it doesn'tCode: Select all
seta "ua_bindRail" "bind 'x' '_impulse7; set ua_toggleRebind vstr ua_bindRocket'" seta "ua_bindRocket" "bind 'x' '_impulse6; set ua_toggleRebind vstr ua_bindRail'" seta "ua_toggleRebind" "vstr ua_bindRail" bind "x" "_impulse7; vstr ua_toggleRebind"
Yours won't work either, R00k. These stupid _impulse commands only work when they are the only thing in a key-binding. Yarr. I'll get it sorted though...
Btw, anyone know where to submit bug reports to raven ?
-
- Posts: 899
- Joined: Tue Jan 25, 2005 4:43 pm
Found a site that has a cfg generator.
I haven't tried it yet due to stuff here at home.
But thought I'd share this and try it when I
get time.
http://www.slashquit.net/q4config.sq
I haven't tried it yet due to stuff here at home.
But thought I'd share this and try it when I
get time.

http://www.slashquit.net/q4config.sq
Here's my demos script I posted yesterday, should of posted it in here I guess: 
The scripts start and stop recording with a single key.
the network script is used when your a client (playing online, etc). the server script is for singleplayer and listen servers. the scripts will save each demo with a consecutive name (demo001, demo002), except for a listen server which always saves as demo000. the server one will only display recording in the console, while the network one will diplay on your screen. unfortunately Q4 doesnt tell you your recording on your hud like q3 did. to use just change the keybind and put in your autoexec.cfg, or save each in its own .cfg file and executute them from the console (exec myscript.cfg).
enjoy.
// Q4 Network Recording script
// author: signa
bind "x" "vstr ua_record"
set "ua_record" "vstr ua_rec"
set "ua_rec" "addchatline recording_ON;recordNetDemo;set ua_record vstr ua_stop"
set "ua_stop" "stopNetDemo;addchatline recording_OFF;set ua_record vstr ua_rec"
// Listen Server Recording script
// author: signa
// notes: singleplayer generates seperate demo files, listen server doesnt.
bind "x" "vstr ua_demrecord"
set "ua_demrecord" "vstr ua_demrec"
set "ua_demrec" "echo ** RECORDING ON **;recordDemo;set ua_demrecord vstr ua_demstop"
set "ua_demstop" "stopRecording;echo ** RECORDING OFF **;set ua_demrecord vstr ua_demrec"

The scripts start and stop recording with a single key.
the network script is used when your a client (playing online, etc). the server script is for singleplayer and listen servers. the scripts will save each demo with a consecutive name (demo001, demo002), except for a listen server which always saves as demo000. the server one will only display recording in the console, while the network one will diplay on your screen. unfortunately Q4 doesnt tell you your recording on your hud like q3 did. to use just change the keybind and put in your autoexec.cfg, or save each in its own .cfg file and executute them from the console (exec myscript.cfg).
enjoy.
// Q4 Network Recording script
// author: signa
bind "x" "vstr ua_record"
set "ua_record" "vstr ua_rec"
set "ua_rec" "addchatline recording_ON;recordNetDemo;set ua_record vstr ua_stop"
set "ua_stop" "stopNetDemo;addchatline recording_OFF;set ua_record vstr ua_rec"
// Listen Server Recording script
// author: signa
// notes: singleplayer generates seperate demo files, listen server doesnt.
bind "x" "vstr ua_demrecord"
set "ua_demrecord" "vstr ua_demrec"
set "ua_demrec" "echo ** RECORDING ON **;recordDemo;set ua_demrecord vstr ua_demstop"
set "ua_demstop" "stopRecording;echo ** RECORDING OFF **;set ua_demrecord vstr ua_demrec"
Last edited by §ìgñå on Thu Oct 27, 2005 5:32 pm, edited 1 time in total.
I've gathered as much accurate info as possible and organised my autoexec a little. Thx to signa and everyone else that has contributed in 1 way or another with various scripts and commands. The demo and volume control works nicely Any input is welcome, if I have something incorrect please tell me. This cfg is dumbed down fairly, but not too much, and I have commented what I could:
Client:
http://www.ovquake.com/phpbb/viewtopic.php?t=64
Also dedicated server cfg with basic map rotation, not script mapcfg:
http://www.ovquake.com/phpbb/viewtopic.php?t=72
Client:
http://www.ovquake.com/phpbb/viewtopic.php?t=64
Also dedicated server cfg with basic map rotation, not script mapcfg:
http://www.ovquake.com/phpbb/viewtopic.php?t=72
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