A Couple Of Ideas.
Harrower
Join Date: 2005-03-16 Member: 45478Members
<div class="IPBDescription">On: hotkeys and binds</div> Hey, I'm new here. The post count may have been a clue to that though.
I registered to bring up the topic of scripting and binds, especially in relation to Blink and Leap (Pounce).
I use hud_fastswitch 1 but it's still clunky gameplay to switch and then fire, and binding a script to do it will prevent access to any server disallowing scripting.
In Jedi Outcast force powers would be 'used' by simply pressing a bindable key. You didn't need to switch to another weapon, they just worked.
Weapon switching seems outdated to me, at least without another alternative for faster, less clunky avatar-management.
But if you like the way it is, and think fades and skulks should be handicapped in this way because the ability would be too broken if it were bindable to a key, and not reliant upon 'fire', that's fine. Please be aware though, that realistically, and (to me) common sensically, its not something that would be as hard (as you make it out to be) in reality.
Then again, in reality, an elephant can't climb a ladder either. At least not at run speed.
I registered to bring up the topic of scripting and binds, especially in relation to Blink and Leap (Pounce).
I use hud_fastswitch 1 but it's still clunky gameplay to switch and then fire, and binding a script to do it will prevent access to any server disallowing scripting.
In Jedi Outcast force powers would be 'used' by simply pressing a bindable key. You didn't need to switch to another weapon, they just worked.
Weapon switching seems outdated to me, at least without another alternative for faster, less clunky avatar-management.
But if you like the way it is, and think fades and skulks should be handicapped in this way because the ability would be too broken if it were bindable to a key, and not reliant upon 'fire', that's fine. Please be aware though, that realistically, and (to me) common sensically, its not something that would be as hard (as you make it out to be) in reality.
Then again, in reality, an elephant can't climb a ladder either. At least not at run speed.
Comments
mwheelup slot1
mwheeldown slot2
mouse3 (that's clicking the mousewheel for me) slot3
Very useful config.
like leap scripts for skulks, if you leap once and let go of the leap script key you cant leap again for a second or so, or atleast not quick enough to make a good diff.
My friend and I were talking about what would happen if binable 'use' keys were allowed, instead of switch weapon.
It seems like weapon recoil would take care of any issues (ex. a lerk using bite, spore, umbra, and primal scream at the same time by mashing keys) so like, leap and blink would have 0 recoil.
But like I said, if this is the way the Dev's like it, it's their game.
It seems like weapon recoil would take care of any issues (ex. a lerk using bite, spore, umbra, and primal scream at the same time by mashing keys) so like, leap and blink would have 0 recoil.
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Recoil?
I like the way the system works now. It's something that works fine, but you just have to learn it.
Practice practice practice!
There was a thread (bob the janitor (I THINK)) posted in with this same idea, over in the ideas and suggestion forum.
I am fine with this idea, aslong as the "old" system still worked too.
You can write a script that does this.
Here it is.
<span style='font-size:8pt;line-height:100%'>alias +s1 "slot1;w;+attack;"
alias -s1 "-attack;"
alias +s2 "slot2;w;+attack;
alias -s2 "-attack;w;w;slot1"
alias +s3 "slot3;w;+attack;
alias -s3 "-attack;w;w;slot1"
alias +s4 "slot4;w;+attack;
alias -s4 "-attack;w;w;slot1"</span>
Using these scripts as a template, instead of using number keys or the inventory menu, you can create short scripts which do exactly what you're talking about. That is to say, pressing down a button to both switch to and use another "weapon" then letting it go to switch back to bite.
For instance, +s3 will cause you to leap at a press, and return to bite with a release. It's two times faster for your keyboard fingers and doesn't even utilize your mouse fingers, unlike traditional weapon switching.
I really really really wish the devs would overhaul the game control dynamic for the 21st century. It forces those of us who wish to make obvious improvements to the game engine to write our own code.
You can write a script that does this.
Here it is.
<span style='font-size:8pt;line-height:100%'>alias +s1 "slot1;w;+attack;"
alias -s1 "-attack;"
alias +s2 "slot2;w;+attack;
alias -s2 "-attack;w;w;slot1"
alias +s3 "slot3;w;+attack;
alias -s3 "-attack;w;w;slot1"
alias +s4 "slot4;w;+attack;
alias -s4 "-attack;w;w;slot1"</span>
Using these scripts as a template, instead of using number keys or the inventory menu, you can create short scripts which do exactly what you're talking about. That is to say, pressing down a button to both switch to and use another "weapon" then letting it go to switch back to bite.
For instance, +s3 will cause you to leap at a press, and return to bite with a release. It's two times faster for your keyboard fingers and doesn't even utilize your mouse fingers, unlike traditional weapon switching.
I really really really wish the devs would overhaul the game control dynamic for the 21st century. It forces those of us who wish to make obvious improvements to the game engine to write our own code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This would be awful. You couldn't rapidfire parasite. You'd have to keep jamming on the metabolize or acid rocket or healing spray keys, etc.
You can write a script that does this.
Here it is.
<span style='font-size:8pt;line-height:100%'>alias +s1 "slot1;w;+attack;"
alias -s1 "-attack;"
alias +s2 "slot2;w;+attack;
alias -s2 "-attack;w;w;slot1"
alias +s3 "slot3;w;+attack;
alias -s3 "-attack;w;w;slot1"
alias +s4 "slot4;w;+attack;
alias -s4 "-attack;w;w;slot1"</span>
Using these scripts as a template, instead of using number keys or the inventory menu, you can create short scripts which do exactly what you're talking about. That is to say, pressing down a button to both switch to and use another "weapon" then letting it go to switch back to bite.
For instance, +s3 will cause you to leap at a press, and return to bite with a release. It's two times faster for your keyboard fingers and doesn't even utilize your mouse fingers, unlike traditional weapon switching.
I really really really wish the devs would overhaul the game control dynamic for the 21st century. It forces those of us who wish to make obvious improvements to the game engine to write our own code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would be awful. You couldn't rapidfire parasite. You'd have to keep jamming on the metabolize or acid rocket or healing spray keys, etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
For healspray/metabolize, you can just hold down the key, and it will stop at +attack until you let go, so it works fine for those attacks. Rapid parasiting would be out, though. You could always switch to the weapon the way you currently do instead of using the keys bound to aliases for when you want to rapidly parasite.
As long as the key is held down, it is firing that weapon. Also, for something like parasite you could just use lastinv to select *just* parasite. I use the above script and it is very usefull.
You <b>could</b> write a script to do all that, if you really wanted to (and knew exactly where you were going to spawn). The only reason it wouldn't work (besides mp_bs 1) is that a marine would probably kill you somewhere along the way, and you couldn't do anything about it.
And a script that always returns me to the slot1 weapon if I'm not pressing a button? There's already a wait time between drawing a weapon, for instances spores, and actually being able to use the weapon. This script will make me have to go through that wait time every time I want to umbra(if I'm not holding the button down continuously, which is stupid in its own right). Compare this to the current configuration, where I can just select slot three and then fly around knowing that I can instantly umbra in case I run into a marine and fly away quickly under a bit of cover. This script takes away that quick response time. Same thing applies with leap, spore, blink, etc. The draw time for blink is small, but it's there, and that extra second can definitely be useful if a fade suddenly runs into a group of shotties.
Basically, don't try to fix something that really needs no fixing, especially if there are definite downsides to the idea.
Please dont tell me what my emotions should be. And don't infer that you need work on something that you clearly already agree with by using 'we' to create a softer tone in your rebuke.
Thanks.
On topic, I'm not questioning the speed of the attacks, or their cooldown (yes, that IS what I was referring to when I said 'recoil' but that was a theory) what I'm saying is that the current system of weapon-switching is clumsy, clunky, dated, and overcomplicated, as was said by Swift Idiot.
On the topic of a "WIN" button, the whole reason for this post is because I have already done this in scripting, but I don't want to combat script. For the reasons of: it will get you banned/not accepted at all into some servers, and I think it damages the overall playability of the game and creates no concrete stopping-point for how much scripting is 'too much scripting'.
Sue me. I like legit play.
Playing alien in AvP2 was really cool and felt rather natural, cause you didnt need to change weapon slots. Mouse 1 for claws/maul mouse 2 for tail and e for leap <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I agree in every possible way.
I agree in every possible way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
QFT. I use similar commands in my alien game, and find them very convienient. ^^