q4 binds anyone? +mouse settings?

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niko
Posts: 45
Joined: Sat Nov 19, 2005 7:28 pm

q4 binds anyone? +mouse settings?

Post by niko »

um. i'm sorry if i'm repeating this, but i couldn't find anything on this subject on forums..

how do i make multibinds in q4??

example from q3:

bind space "weapon 2; weapon 6; cg_fov 105; sensitivity 4.2; cl_mouseaccel 0.2"

bind r "weapon 7; cg_fov 95; sensitivity 3.6; cl_mouseaccel 0.3"


another question i have is what are all the commands for mouse, and is there a command for mouse acceleration (+pitch, side..) in q4?! (pls don't give me links with 1000 milion q4 commands, that i already have a bunch, i just need to know what commands do that in q4:P)

p.s. i've read somewhere that multibinds are not possible in q4 and that they will, maybe, be inserted in a future patch?!

help! ;)

tnx in advance!!
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

If you just look in the variable list and hit ctrl+F, type "acceleration" to search for it, you'll see that it's not there. If you'd searched this forum you would have found numerous posts with complaints about the absence of mouse accel in Q4, and the inability to combine weapon selections with other commands in one bind. Hard to say whether Raven will fix it (what you call 'multibinds') and when. Hopefully in the next patch.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

We say hopefully because nobody will tell us what is getting worked on. :icon26:

Personally I doubt it will happen unless a mod team does it. Why? Because one of the first lines in the patch readme's is that Activision does not support console commands...
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

jester! wrote:Personally I doubt it will happen unless a mod team does it.
But you can't change this with the SDK. Seems to be engine stuff :( (or so i read at the q4max forum (-> hemostick)).
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Well then get on it rgoer... :p
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

just installed q4 and got my ass kicked a few times - looks great, machine gun's a bit too loud, jump-pads feel a bit fiddly to get onto on some maps but i love the way nades bounce on them, crouch sliding's nifty too. will have to have a crack at the single-player at some point.

but run into the same thing,. scripting in quake is one of the things that makes it a great series, anyone know if it's due to get de-nerfed in the next patch (or if this is sorted now and i just should've spent more time browsing.. )?

edit: guess i should've browsed some more, rgoer is a diamond :)
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

While i know rgoer stated he would look into it. I simply look at the readmes for the so called patches we have so far. They state pretty strongly that the console is unsupported in this version of Quake...
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

don't they say that in the notes for any game on the q3 engine and up? sure i've seen it in a few. guess you have to have that disclaimer - otherwise you'd need to provide support for every clueless noob that's ever pissed around in the console and 'broken' something.

but (/gets on high horse and wanders off-topic) that doesn't mean people who are familiar with the console should expect anything less than what they've been given in previous quakes. quake isn't a regular game, people's expectations for it are more like major point releases for regular software - they expect every feature from previous incarnations and a few new ones.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I have always seen the console as something integral to the game in Q3 instead of a tacked on dev tool as it is in Q4. Maybe thats an incorrect perception...
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

exactly. wouldn't go as far as 'tacked on', but otherwise that sounds right.
Corey Serbia
Posts: 12
Joined: Tue Jan 10, 2006 5:44 pm

Post by Corey Serbia »

Multi binds are possible in x-battle since 0.12 ver via weapon config,but not including accell :(
btw poz niko ako si to ti :D
Nologic
Posts: 121
Joined: Thu Aug 05, 2004 7:00 am

Post by Nologic »

Well the console in Q4 is a bit give and take. In some ways its much improved over prior versions...in others its found lacking.

Most noticable by players far as flaws is the underscore commands...weapons and movement. These are things that beginners have complained about for a long time, because more experinced players know how to make use of these in scripts to make thier gaming more fluid...hence gaining an edge over those new and not wishing to learn.

I don't agree with these changes but I do see how they came to be all the same.

How ever there have been changes on the plus side of things as well...scripts can now be MUCH larger...prior scripts over 16kb would fail to load...now I have used scripts 65kb+ with out issue. Prior there was a limit on how many user created cvars could be active...I have yet to hit any limit.

There are cvars locked that I don't agree with and there are cvar's and commands missing that I would like to see return, concat & weaptoggle to name a few.

Over all I'm pleased with the current console...but there is much room for improvement.

I guess we'll just wait and see what the patch brings use...weapon switching is suppose to be a priority.
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