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Timed Out
Timed Out
Joined: 02 Aug 2000
Posts: 37914
PostPosted: 10-17-2005 11:44 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Info added to the Console page over at Q4W.




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Gibblet
Gibblet
Joined: 18 Oct 2005
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PostPosted: 10-19-2005 12:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


It might be posted already but what's the command to hide the weapon model? ^.^



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One Man Army
One Man Army
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PostPosted: 10-19-2005 12:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


ui_showgun 0




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Gibblet
Gibblet
Joined: 18 Oct 2005
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PostPosted: 10-19-2005 12:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks :D



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Elite
Elite
Joined: 16 Sep 2001
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PostPosted: 10-19-2005 03:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


<- newbie

Why doesn't the console open with the ~button :icon33:




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5224
PostPosted: 10-19-2005 03:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


com_allowconsole "1"

or else you have to hold ctrl+alt aswell.




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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 10-19-2005 04:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


aasStats shows AAS stats

What does this ^ mean? As Q4 doesn't have MP bots, does the aas relate to something else?




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btw cocks
btw cocks
Joined: 16 Aug 2003
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PostPosted: 10-19-2005 04:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


aas is used by the single-player monster AI

some people didn't trim the extraneous crap out of their cfgs, so the cfgs going around as cvarlists have a lot of the SP stuff in there




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no u
no u
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PostPosted: 10-19-2005 07:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here are some more _impulse's. found some of them buried in a pk4 file. some of them I havent tested.

_impulse commands:

0 - gaunlet
1 - machinegun
2 - shotgun
3 - hyperblaster
4 - grenade launcher
5 - nailgun
6 - rocket launcher
7 - railgun
8 - lightning gun
9 - dark matter generator

13 - reload
14 - next weapon
15 - prev weapon

17 - Ready to play
18 - center player view
19 - Scoreboard / Show Objectives
20 - Toggle team
21 - Toggles Waiting Room / Spectator for Tourney
22 - Spectate

28 - vote yes
29 - vote no
50 - use flashlight




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OUR HERO
OUR HERO
Joined: 23 May 1973
Posts: 3267
PostPosted: 10-19-2005 11:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


OK, so how would you go about setting it up so that each weapon has its own crosshiar color? I'm sorry to be asking folks to do the dirty work for me, but I've never really used scripts before, since in the past, regular old double binding was possible.



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Recruit
Recruit
Joined: 20 Oct 2005
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PostPosted: 10-20-2005 01:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


You can't, seems in doom3 & quake4 you can't set/alias a command with any _impulses in it, they are not recognized, same way you type in _impulse7 in the console, and it's an unrecognized command, but if you bind it to a key, and press that key, it magically works.

probably some form of anti-quickscripting, much to my dismay =\

i really hope someone finds a workaround for this.

so as is, _impulseX only works when bound by itself to a key.

anyone got a way to circumvent this? =\




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
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PostPosted: 10-20-2005 01:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


That sucks. :( Luckily i don't use drawgun 0 and different sens for different weapons in Q3. Real double binding (holding an already binded key together with another to give it another function) would be even nicer than multiple commands i.c.w. weapon selection commands (which is obviously required too). I hope this reached Id/Raven and that they will do something about it...




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straight at you
straight at you
Joined: 18 Dec 2000
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PostPosted: 10-20-2005 04:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


If vstr type cycling isn't available for weapons binds, you could always use something like this:

imp4.cfg:
bind "x" "_impulse5; exec imp5.cfg"

imp5.cfg:
bind "x" "_impulse4; exec imp4.cfg"

Getting the weap binds to work at all right now seems to be the problem though.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
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PostPosted: 10-20-2005 05:29 AM           Profile   Send private message  E-mail  Edit post Reply with quote


or use the ua_ thing rgoer posted



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OUR HERO
OUR HERO
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PostPosted: 10-20-2005 06:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


I figure that the ua_ thing is the way to go, but I still have no clue how to get it to switch weapons and change the crosshair color simultaneously.



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This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost


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btw cocks
btw cocks
Joined: 16 Aug 2003
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PostPosted: 10-20-2005 06:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


I thought maybe this would work:
Code:
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"

but it doesn't

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...




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OUR HERO
OUR HERO
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PostPosted: 10-20-2005 02:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


Good news man. Thanks.



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This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost


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straight at you
straight at you
Joined: 18 Dec 2000
Posts: 27931
PostPosted: 10-20-2005 02:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Mogul wrote:
Thanks.


:icon14:




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OUR HERO
OUR HERO
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PostPosted: 10-20-2005 03:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


I was talking to rogz0r.



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This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost


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straight at you
straight at you
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PostPosted: 10-20-2005 03:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


I know, so was I.




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straight at you
straight at you
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PostPosted: 10-20-2005 08:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


UpsetChaps has this to say, but it's a pretty shoddy workaround:




Quake 4 appears to restrict commands preceded by a _ and allows one _command per bind, this obviously causes problems when scripting.


Weapon Cycle Script
To overcome the single _command per bind (and what appears to be restricted use of _commands in scripts) and until we find a better way here's a very crude workaround; not very usable to be honest.

Use mouse up to cycle explosive weapons, middle mouse button to cycle rapid fire weapons, mouse down to cycle slow fire weapons. To overcome the single command per bind (and restricted use of _commands in scripts) you need to confirm your weapon selection after cycling by pressing W.


//Requ!em: ugly/bodged quick select weapon 'alias' replacement
//Adapted from a Quake3 script by Aqua of UpsetChaps
set SelectExplosive1 "bind w _impulse5;echo "weapon 5";set SelectExplosive vstr SelectExplosive2"
set SelectExplosive2 "bind w _impulse7;echo "weapon 7";set SelectExplosive vstr SelectExplosive3"
set SelectExplosive3 "bind w _impulse8;echo "weapon 8";set SelectExplosive vstr SelectExplosive1"
set SelectExplosive "vstr SelectExplosive1"

set SelectRapidFire1 "bind w _impulse3;echo "weapon 3";set SelectRapidFire vstr SelectRapidFire2"
set SelectRapidFire2 "bind w _impulse4;echo "weapon 4";set SelectRapidFire vstr SelectRapidFire3"
set SelectRapidFire3 "bind w _impulse5;echo "weapon 6";set SelectRapidFire vstr SelectRapidFire1"
set SelectRapidFire "vstr SelectRapidFire1"

set SelectSlowFire1 "bind w _impulse1;echo "weapon 1";set SelectSlowFire vstr SelectSlowFire2"
set SelectSlowFire2 "bind w _impulse2;echo "weapon 2";set SelectSlowFire vstr SelectSlowFire1"
set SelectSlowFire "vstr SelectSlowFire1"

bind MWHEELDOWN "vstr SelectSlowFire"
bind MWHEELUP "vstr SelectExplosive"
bind MOUSE3 "vstr SelectRapidFire"




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straight at you
straight at you
Joined: 18 Dec 2000
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PostPosted: 10-20-2005 08:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


edit: Didn't notice. I wasn't aware D3 restricted the underscore commands too. I never tried to write any scripts for Doom. :)




Last edited by R00k on 10-20-2005 08:27 PM, edited 1 time in total.

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cess primary
cess primary
Joined: 25 Aug 2003
Posts: 2727
PostPosted: 10-21-2005 04:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


i want mouseaccel and simpleitems :E




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Recruit
Recruit
Joined: 21 Oct 2005
Posts: 3
PostPosted: 10-21-2005 04:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


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.




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Commander
Commander
Joined: 20 Oct 2005
Posts: 145
PostPosted: 10-21-2005 04:48 AM           Profile Send private message  E-mail  Edit post Reply with quote





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straight at you
straight at you
Joined: 18 Dec 2000
Posts: 27931
PostPosted: 10-21-2005 06:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


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.


Nobody knows how to yet, that's why rgoer is trying to look into a workaround.




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Recruit
Recruit
Joined: 21 Oct 2005
Posts: 3
PostPosted: 10-21-2005 09:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


R00k wrote:
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.


Nobody knows how to yet, that's why rgoer is trying to look into a workaround.


Ok thnx :) .. Im really waiting for the outcome :D




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Eye-like balls
Eye-like balls
Joined: 08 Feb 2005
Posts: 718
PostPosted: 10-21-2005 11:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


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?




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Trainee
Trainee
Joined: 19 Oct 2005
Posts: 41
PostPosted: 10-21-2005 12:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


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?


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.



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straight at you
straight at you
Joined: 18 Dec 2000
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PostPosted: 10-21-2005 12:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Deji wrote:
bind x _impulse 10 ; vstr blah


This line itself wouldn't work, because the underscore commands can't be used in conjunction with any other commands, including a vstr. That's my understanding at least.




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Trainee
Trainee
Joined: 19 Oct 2005
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PostPosted: 10-21-2005 12:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


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.



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straight at you
straight at you
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PostPosted: 10-21-2005 01:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


I agree, I have thought the same thing myself.




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Recruit
Recruit
Joined: 21 Oct 2005
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PostPosted: 10-21-2005 02:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


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




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straight at you
straight at you
Joined: 18 Dec 2000
Posts: 27931
PostPosted: 10-21-2005 03:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not sure. Try it this way:

bind "x" "exec rl.cfg; exec rlsens.cfg"

rl.cfg:
_impulse6

rlsens.cfg:
seta sensitivity "7"




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Recruit
Recruit
Joined: 21 Oct 2005
Posts: 2
PostPosted: 10-21-2005 03:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


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




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