1.1 Impulse List

StingSting Join Date: 2003-03-23 Member: 14806Members
edited May 2003 in NS General Discussion
<div class="IPBDescription">help for scripters</div> for all the people playing 1.1, i just have a question or two
could anyone test out the impulses and see ifi they are new, and how they are new
like did they change all the #'s because there are new marine structures, did they change the commands and get rid of impulses all together?
the same goes for hotkeys. was just wondering if anyone has played around and found an impulse and hotkeys list like rabid llama did for 1.0x.
i know there are other that would like this info to, so if anyone knows anything plz post it here 8)
thx

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Flay changed all existing impulses into random numbers because he is a sardist. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    do you really think that?
  • StingSting Join Date: 2003-03-23 Member: 14806Members
    no no not at all
    what i mean is that there are all these new things
    like upgrade TF to electric and upgrade comm chair
    was wondering if any of the hotkeys in particular were changed
  • 84n44n84n44n Join Date: 2003-05-11 Member: 16207Members
    what i find a bit annoying with impulses is that they have a totally different function for marines than for aliens. For instance i have this bind:

    F8 = "say_team [ medpack plz ]; impulse 10"

    fine if i am on marine. but when i am an alien this would make the sound "incoming" instead of "medpack".

    it would be better to have for instance "medpack" and "need healing" bound together. then i could have like F8 = "say_team [ health plz ]; impulse 10"

    i also heard that all the sounds but chuckle would be gone for aliens, though... so this wouldn't matter...

    anyway, just my 2 cents.
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--84n44n+May 19 2003, 09:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (84n44n @ May 19 2003, 09:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what i find a bit annoying with impulses is that they have a totally different function for marines than for aliens. For instance i have this bind:

    F8 = "say_team [ medpack plz ]; impulse 10"

    fine if i am on marine. but when i am an alien this would make the sound "incoming" instead of "medpack".

    it would be better to have for instance "medpack" and "need healing" bound together. then i could have like F8 = "say_team [ health plz ]; impulse 10"

    i also heard that all the sounds but chuckle would be gone for aliens, though... so this wouldn't matter...

    anyway, just my 2 cents. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed. Both teams have a taunt/chuckle or something like "alien spotted/incoming!". So why not bind these to one key for both sides?
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    <a href='http://www.ns-central.co.uk/impulselist.txt' target='_blank'>http://www.ns-central.co.uk/impulselist.txt</a>
  • PegenatorPegenator Join Date: 2002-12-21 Member: 11269Members
    edited May 2003
    <!--QuoteBegin--84n44n+May 19 2003, 09:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (84n44n @ May 19 2003, 09:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what i find a bit annoying with impulses is that they have a totally different function for marines than for aliens. For instance i have this bind:

    F8 = "say_team [ medpack plz ]; impulse 10"

    fine if i am on marine. but when i am an alien this would make the sound "incoming" instead of "medpack".

    it would be better to have for instance "medpack" and "need healing" bound together. then i could have like F8 = "say_team [  health plz ]; impulse 10"

    i also heard that all the sounds but chuckle would be gone for aliens, though... so this wouldn't matter...

    anyway, just my 2 cents. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yup. This really needs fixin'. Quick. I hate the current, pitiful state of the impulses.

    *Applies mind control on Flayra*
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    well up until just now when i read about them... i had never used them.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Wouldn't help you much - a little tweak on the interface, and some of the impulses would already be rebound. I'd suggest you wait till it's released.
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