+movement ugghh

skiflyskifly Join Date: 2003-05-16 Member: 16379Members
First of all I like the idea of +movement; so much so that I wish there was a +command for each slot. I won't be able to use +movement because it is slot3 for skulk, slot2 for fade, and slot4 for onos.
If my cfg is a slot1 b slot2 c slot3 and d slot4, I will need to replace b with +movement for fade, c with +movement for skulk and d with +movement for onos.
This means I need a different cfg for each alien class and I can't bind a key to exec different cfgs because of blockscripts. I'm sure I'm not the only one who has this problem so why not just make a +slot2 +slot3 and +slot4 and let you use them no matter what weapon you have selected?

Comments

  • LazyEyeLazyEye Join Date: 2005-01-06 Member: 32959Members, NS1 Playtester
    +movement has nothing to do with switching weapons. You should beable to keep the keys you have bound to slots and just bind a different key to +movement. Use that key when you want to blink/leap/charge.
  • AnimeLOLAnimeLOL Join Date: 2006-11-02 Member: 58275Members
    Yeah, +movement does not equal "Slot 2 -> attack." It selects a slot based on whatever lifeform you are.

    Yeah, +movement does not equal "Slot 2 -> attack." It selects a slot based on whatever lifeform you are.
  • ChimpZealotChimpZealot The Elite Demo Detective Join Date: 2002-11-30 Member: 10315Members, NS1 Playtester, Constellation
    It actually doesn't "select a slot" at all, it simply executes the specified attack (leap, blink, etc) without changing slots.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Which means you can (fex) keep metabolize selected while you blink. (Etc)
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    edited March 2007
    It's a step in the right direction, but because the devs insist on keeping fades' and skulks' movement ui as weapon-based instead of being a key combo like jetpacks or lerks or long jump packs from half life, the only real resolution (without scripting or creating multiple configs) that I've ever been able to figure out is to have polymorphic binds, where mouse1 is bound to +attack as marine, gas as lerk, healspray as gorge, blink as fade, leap as skulk, and devour as onos. Mouse2 is bound to whatever else you want, be it jump or reload or whatever. Do you even realize how bad it is to enforce two unbindable key functions with completely different situational uses between classes?

    This allows aliens to cease use of the +attack bind or weapon bucket, freeing up an extra key and resolving the UI dilemma once and for all.

    I know this comes off with me sounding like an ######, but this problem (like the alien resource scaling problem) should have been an A or B bug on your list, and hasn't been fixed in ANY revision.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Err... I agree that automatic config-switching by lifeforms would be nice, but I think very few people take the issue as seriously as you do. All you have to do is make a couple config switch binds and press one as you gestate. Personally +movement made my switching easier, now the only thing I need to change is Mouse2 between +movement(for Skulks, Fades, Onoses) and +jump(for JPs/Lerks).
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    edited March 2007
    I take it seriously because it's a LOT of extra work for your hand. After getting a hand cramp from too much fading, I decided ergonomics = important.

    Consider this, (when I say hold, I don't mean "hold constantly", I mean "use repetitively"):

    Current system to blink to a room, blink to a rine, attack, and leave after the second hive is up:

    mouse2 (hold), 3 key, mouse1 (hold), 1 key, mouse1, 3 key, mouse2 (hold), mouse1 (hold)

    Proposed system:

    mouse2 (hold), mouse3 (hold), mouse1, mouse2 (hold)

    The pain of it is that you're doing the <i>most</i> key switching <i>during</i> combat. And remember this isn't just a "number of clicks" issue, but you gain an additional key slot on your alien mouse (or possibly an additional 2 slots if you still use lastinv) or wherever because you no longer have to bind +attack. I really think people would appreciate that, as I know I would.

    I don't like scripting. I use a pscript and 3jump because ansl allows it but in my opinion, it would be better to implement the necessary features in <i>one</i> of your versions rather than having users hack them in through scripting.

    If you're planning on buying an iPhone, you're paying 400$ extra just for features like this. Think about it.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Wait...you want to be able to unbind <i>+attack</i>?

    You've completely lost me.
  • MaverickkMaverickk Join Date: 2006-12-03 Member: 58857Members
    i found +movement a little buggy

    i was playing a round of ns_, i think it was tanith maybe and I was a skulk with leap unlocked, and +movement didn't seem to do anything at all. I have it bound to the letter "i", just to test it out, and pressing it does nothing. I can still select slot3 via the weapons and such and leap the old normal way but it didn't seem to do anything. maybe cause it wasn't bound to "r" as it's default? does it have to be "r" since that is the reload/+movement default in 3.2?
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    edited March 2007
    <!--quoteo(post=1611062:date=Mar 3 2007, 07:26 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Mar 3 2007, 07:26 PM) [snapback]1611062[/snapback]</div><div class='quotemain'><!--quotec-->
    Wait...you want to be able to unbind <i>+attack</i>?

    You've completely lost me.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes and no.

    If you bind all the aliens' weapon slots to keys that effectively accomplish the job of switching AND firing the weapons (due to the way you'd handle the abilities directly as opposted to switching via the bucket), why do you need +attack as an alien?
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--quoteo(post=1611076:date=Mar 3 2007, 06:41 PM:name=Maverickk)--><div class='quotetop'>QUOTE(Maverickk @ Mar 3 2007, 06:41 PM) [snapback]1611076[/snapback]</div><div class='quotemain'><!--quotec-->
    i found +movement a little buggy

    i was playing a round of ns_, i think it was tanith maybe and I was a skulk with leap unlocked,

    ...
    does it have to be "r" since that is the reload/+movement default in 3.2?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It doesn't have to be R. I use mouse2. (BTW, +movement = reload reload on marines, so no need to rebind.)

    When you say you had leap unlocked, I assume you mean you have 2 hives?
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1611050:date=Mar 3 2007, 06:35 PM:name=Harrower)--><div class='quotetop'>QUOTE(Harrower @ Mar 3 2007, 06:35 PM) [snapback]1611050[/snapback]</div><div class='quotemain'><!--quotec-->
    Current system to blink to a room, blink to a rine, attack, and leave after the second hive is up:

    mouse2 (hold), 3 key, mouse1 (hold), 1 key, mouse1, 3 key, mouse2 (hold), mouse1 (hold)
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    uh, you can already execute your proposed movement system in 3.2. you can effectively accomplish all of that through two keys bounded to +attack and +movement. keep slot1 selected while you use +movement to blick and +attack to attack.
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    because perpetual metabolizing is bad at hive 2
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