Exposing the Controls to the Client
Moderator: InsideQC Admins
20 posts
• Page 2 of 2 • 1, 2
not a bad idea for like 3 binds, but anymore than that and I would want to know in advanced so I could plan for it.
Also that makes it kind of feel like you are being forced to bind something you might rather not bother with
or if you want to dual bind, like reload and open being on the same key, (which I like to do to reduce button press for binds that don't really do much) that doesn't really facilitate
Also that makes it kind of feel like you are being forced to bind something you might rather not bother with
or if you want to dual bind, like reload and open being on the same key, (which I like to do to reduce button press for binds that don't really do much) that doesn't really facilitate
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
This could also be "fixed" engineside, with a special screen that show the keyboard with the keys labeled by the alias or impulse that trigger. Maybe even some command
That would show in the right bottom of the screen a picture of the key F1, with the text on his right "Show help"
The way Quake1 works now is superobscure for not reason at all.
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shouserbinding F1 "Show help"
That would show in the right bottom of the screen a picture of the key F1, with the text on his right "Show help"
The way Quake1 works now is superobscure for not reason at all.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
I wonder how practical a 'defaultbind' command would be, that only binds if that key currently does nothing. Add an extra arg for a description and it could appear in the binds menu.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Dunno if this helps, but Makaqu's binding menu can be customized via console commands:
There's also the "bindable <key> <0/1>" command to define keys that shouldn't have their bindings overwritten (like the escape key).
By the way, its multiplayer menu's map selection can also be customized by using these commands:
menu_clearmaps
menu_addepisode <name>
menu_addmap <filename> <description>
And the help_pages cvar defines how many pages the help menu should have, so more pages can be added to it.
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menu_keys_clear
menu_keys_addcmd +p1up "Player 1 Up"
menu_keys_addcmd +p1down "Player 1 Down"
menu_keys_addcmd +p1left "Player 1 Left"
menu_keys_addcmd +p1right "Player 1 Right"
menu_keys_addcmd +p1jab "Player 1 Jab"
menu_keys_addcmd +p1punch "Player 1 Punch"
menu_keys_addcmd +p1kick "Player 1 Kick"
menu_keys_addcmd +p1charge "Player 1 Charge"
menu_keys_addcmd +p1r "Player 1 Dash"
menu_keys_addcmd +p1taunt "Player 1 Taunt"
menu_keys_addcmd +p1test "Player 1 Test"
menu_keys_addcmd +p2up "Player 2 Up"
menu_keys_addcmd +p2down "Player 2 Down"
menu_keys_addcmd +p2left "Player 2 Left"
menu_keys_addcmd +p2right "Player 2 Right"
menu_keys_addcmd +p2jab "Player 2 Jab"
menu_keys_addcmd +p2punch "Player 2 Punch"
menu_keys_addcmd +p2kick "Player 2 Kick"
menu_keys_addcmd +p2charge "Player 2 Charge"
menu_keys_addcmd +p2r "Player 2 Dash"
menu_keys_addcmd +p2taunt "Player 2 Taunt"
menu_keys_addcmd +p2test "Player 2 Test"
There's also the "bindable <key> <0/1>" command to define keys that shouldn't have their bindings overwritten (like the escape key).
By the way, its multiplayer menu's map selection can also be customized by using these commands:
menu_clearmaps
menu_addepisode <name>
menu_addmap <filename> <description>
And the help_pages cvar defines how many pages the help menu should have, so more pages can be added to it.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
20 posts
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