weaps script in sticky doesnt appear to work
I haven't been able to get any console commands to work yet. I can't get it to show the framerate.
I finally figured out I have to put the "+set com_allowConsole 1" in the game shortcut in order to use the console, as it won't work in the config. I wonder how many game settings are like that. FOV is apparently like that as well.
Also, I'm not getting "TAB" completion in the console - is anybody else?
I finally figured out I have to put the "+set com_allowConsole 1" in the game shortcut in order to use the console, as it won't work in the config. I wonder how many game settings are like that. FOV is apparently like that as well.
Also, I'm not getting "TAB" completion in the console - is anybody else?
-
- Posts: 468
- Joined: Sun May 14, 2000 7:00 am
Why don't you make the change directly into youre q4config.cfg...
and i don't think its [set] for the command line, but [seta] just like quake 3
and i don't think its [set] for the command line, but [seta] just like quake 3
[url=http://powerquebec.forumpro.fr/][color=red][b]Fast and furious_[/b][/color]That's what it's all about...[/url][img]http://pages.infinit.net/oldman/rank14.gif[/img]
-
- Posts: 468
- Joined: Sun May 14, 2000 7:00 am
riddla wrote:Direct binding via console doesnt appear to work. I tried
bind KP_5 _impulse2
no dice.
here's the condump errors from when I try that script:Code: Select all
Unknown command '_impulse3' Unknown command '_impulse7' Unknown command '_impulse2' Unknown command '_impulse1' Unknown command '_impulse5' Unknown command '_impulse6' Unknown command '_impulse4' Unknown command '_impulse0' Unknown command '_impulse3' ]condump wtf.txt Dumped console text to wtf.txt
This is a stupid question, but have you tried changing the " marks around? Like instead of
bind KP_5 _impulse2
using
bind "KP_5" "_impulse2"

So DooMer the following works correct?
bind x "toggle _impulse1"
What about?
bind x "toggle _impulse1 _impulse2"
Or
bind x "toggle _impulse 1 2"
And if we can have multiple values per bind (hopefully) then can we do a last weapon type binds?
bind x "toggle _impulse 1 2 3 4 5 6 7"
bind z "toggle _impulse 7 6 5 4 3 2 1"
bind x "toggle _impulse1"
What about?
bind x "toggle _impulse1 _impulse2"
Or
bind x "toggle _impulse 1 2"
And if we can have multiple values per bind (hopefully) then can we do a last weapon type binds?
bind x "toggle _impulse 1 2 3 4 5 6 7"
bind z "toggle _impulse 7 6 5 4 3 2 1"
hmm well going off of what I just seen in the config of some russian player it seems this is likely the correct way of going about it.
Hehe provided that what I saw posted is correct.
bind 0 "impulse 0"
bind 1 "impulse 1"
bind 2 "impulse 2"
bind 3 "impulse 3"
bind 4 "impulse 4"
bind 5 "impulse 5"
bind 6 "impulse 6"
bind 7 "impulse 7"
bind 8 "impulse 8"
OR
set ua_wg1_01 "set ua_wg1 vstr ua_wg1_02; impulse 7" // Railgun
set ua_wg1_02 "set ua_wg1 vstr ua_wg1_01; impulse 2" // Shotgun
vstr ua_wg1_02 // Default
set ua_wg2_01 "set ua_wg2 vstr ua_wg2_02; impulse 6" // Rocket Launcher
set ua_wg2_02 "set ua_wg2 vstr ua_wg2_01; impulse 4" // Grenade Launcher
vstr ua_wg2_02 // Default
set ua_wg3_01 "set ua_wg3 vstr ua_wg3_02; impulse 3" // Hyper Blaster
set ua_wg3_02 "set ua_wg3 vstr ua_wg3_01; impulse 8" // Lightning Gun
vstr ua_wg3_02 // Default
set ua_wg4_01 "set ua_wg4 vstr ua_wg4_02; impulse 1" // Machine Gun
set ua_wg4_02 "set ua_wg4 vstr ua_wg4_01; impulse 5" // Nailgun
vstr ua_wg4_02 // Default
bind c "vstr ua_wg1" // Railgun & Shotgun
bind f "vstr ua_wg2" // Grenade & Rocket Launcher
bind r "vstr ua_wg3" // Lightning & Hyper Blaster
bind e "vstr ua_wg4" // Machine Gun & Nailgun
bind q "impulse 0" // Gauntlet
OR
bind c "toggle impulse 2 7" // Railgun & Shotgun
bind f "toggle impulse 4 6" // Grenade & Rocket Launcher
bind r "toggle impulse 3 8" // Lightning & Hyper Blaster
bind e "toggle impulse 1 5" // Machine Gun & Nailgun
bind q "impulse 0" // Gauntlet
OR MAYBE
bind x "toggle impulse 1 2 3 4 5 6 7"
bind z "toggle impulse 7 6 5 4 3 2 1"
Any ways guys let me know how things turn out.
Hehe provided that what I saw posted is correct.
bind 0 "impulse 0"
bind 1 "impulse 1"
bind 2 "impulse 2"
bind 3 "impulse 3"
bind 4 "impulse 4"
bind 5 "impulse 5"
bind 6 "impulse 6"
bind 7 "impulse 7"
bind 8 "impulse 8"
OR
set ua_wg1_01 "set ua_wg1 vstr ua_wg1_02; impulse 7" // Railgun
set ua_wg1_02 "set ua_wg1 vstr ua_wg1_01; impulse 2" // Shotgun
vstr ua_wg1_02 // Default
set ua_wg2_01 "set ua_wg2 vstr ua_wg2_02; impulse 6" // Rocket Launcher
set ua_wg2_02 "set ua_wg2 vstr ua_wg2_01; impulse 4" // Grenade Launcher
vstr ua_wg2_02 // Default
set ua_wg3_01 "set ua_wg3 vstr ua_wg3_02; impulse 3" // Hyper Blaster
set ua_wg3_02 "set ua_wg3 vstr ua_wg3_01; impulse 8" // Lightning Gun
vstr ua_wg3_02 // Default
set ua_wg4_01 "set ua_wg4 vstr ua_wg4_02; impulse 1" // Machine Gun
set ua_wg4_02 "set ua_wg4 vstr ua_wg4_01; impulse 5" // Nailgun
vstr ua_wg4_02 // Default
bind c "vstr ua_wg1" // Railgun & Shotgun
bind f "vstr ua_wg2" // Grenade & Rocket Launcher
bind r "vstr ua_wg3" // Lightning & Hyper Blaster
bind e "vstr ua_wg4" // Machine Gun & Nailgun
bind q "impulse 0" // Gauntlet
OR
bind c "toggle impulse 2 7" // Railgun & Shotgun
bind f "toggle impulse 4 6" // Grenade & Rocket Launcher
bind r "toggle impulse 3 8" // Lightning & Hyper Blaster
bind e "toggle impulse 1 5" // Machine Gun & Nailgun
bind q "impulse 0" // Gauntlet
OR MAYBE
bind x "toggle impulse 1 2 3 4 5 6 7"
bind z "toggle impulse 7 6 5 4 3 2 1"
Any ways guys let me know how things turn out.
yeah the toggles I use in my config aren't actually toggling impulses, they are toggling various bullshit things (chats, player names, etc), so they work
_impulse commands can only be fired off by being bound directly to a key--using vstr to fire off an alias that contains _impulse6 is the same as entering _impulse6 at the console, which doesn't work. The only way impulses work is by hitting the key they are bound to (I have no idea why id set it up this way in Doom).
So, basically, until I figure something else out, weapon toggles look to be unavailable. I'll think of something though.
_impulse commands can only be fired off by being bound directly to a key--using vstr to fire off an alias that contains _impulse6 is the same as entering _impulse6 at the console, which doesn't work. The only way impulses work is by hitting the key they are bound to (I have no idea why id set it up this way in Doom).
So, basically, until I figure something else out, weapon toggles look to be unavailable. I'll think of something though.