A Quick Bind, Sort Of..

KoldKurtisKoldKurtis Join Date: 2003-09-09 Member: 20686Members
Hi all, and welcome to my first post <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

ok, i've been playing NS for about 3 weeks now, and i just have 1 question:

Is there a way to bind building structures directly to a key instead of going through the pop-up menu
example: bind l "build sensory chamber"

Any help would be appriciated

Thnx,

KoldKurtis

Comments

  • Tuistid_NuckaTuistid_Nucka Join Date: 2003-09-09 Member: 20680Members
    you can do it from the in game control menu.

    or you can make it much more confusing.
    in your half-life/ns folder make a new textdoc and name it autoexec.cfg

    add these

    alias rt "impulse 90"
    alias oc "impulse 91"
    alias dc "impulse 92"
    alias sc "impulse 93"
    alias mc "impulse 94"
    alias hive "impulse 95"

    then in half-life/ns/config.cfg
    bind i "dc"
    bind o "oc"
    bind p "sc"
    bind j "mc"
    bind k "rt"
    bind l "hive"

    i r bored
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Sure is.

    Some say you can use the Controls menu; this may or may not be true, but in any case, if you're familiar with the console (which, given your example, I assume you are), there is a simpler way.

    I'm not sure if you can do this in 2.0x, but in 1.0x there were a bunch of variables (well, three different types) that allowed you to make balance changes of sorts (I will explain shortly); these variables could also be used to find impulses (for Alien evolving/building) and the Marine hotkeys. These were:

    avh_tech
    <b>cost</b> The cost in resources of the structure/form/trait
    <b>time</b> The time taken for structures to build and forms/traits to gestate
    <b>health</b> The HP of the structure (obviously, where applicable)
    _<b><num></b>

    <num> corresponded to the hotkey/impulse number.
    For example, avh_techcost_95 was "80": the cost of a hive in 1.04. (In 2.0x it would be "35" or whatever it is in the most recent version; but I don't think these variables exist anymore... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )
    By using Tab to scroll through the numbers for avh_techcost, one could find out what the numbers corresponded to, or at least what group they were in; for example, avh_techcost_101-112 were all "2", obviously being the upgrades (though impulses 104-106 (or is it 107-109? I don't remember) don't do anything: The Lost Upgrades? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). Testing them by typing "impulse 101" or whatever would reveal what they really stand for.

    Anyways, seeing as I'm not sure this technique for finding the numbers even works any more, here are the values you're looking for:

    impulse 90: Build Alien Resource Tower
    impulse 91: Build Offense Chamber
    impulse 92: Build Defense Chamber
    impulse 93: Build Sensory Chamber
    impulse 94: Build Movement Chamber
    impulse 95: Build Hive

    impulse 113: Evolve to Skulk
    impulse 114: Evolve to Gorge
    impulse 115: Evolve to Lerk
    impulse 116: Evolve to Fade
    impulse 117: Evolve to Onos

    I can't remember what the upgrades are offhand, as I just use the popup menu for those. However, their impulses are between 101-112 inclusive, and three in a row are duds.

    Glad to be of service.

    Uzguz of the Exploding Chicken
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Damn, someone beat me to it while I was refining my post (the breakdown of the avh commands' components was going to look a little different, but it didn't work because of multiple spaces in a row being disallowed).

    Oh well, at least I provided more information than he did <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    <!--QuoteBegin--Uzguz+Sep 9 2003, 06:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uzguz @ Sep 9 2003, 06:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(though impulses 104-106 (or is it 107-109? I don't remember) don't do anything: The Lost Upgrades? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you look in titles.txt, you'll see this:

    TechNodeHelp_104
    {
    Sharpness - Your melee damage is increased by half.
    }

    TechNodeHelp_105
    {
    Piercing - Your ranged damage is increased by half.
    }

    TechNodeHelp_106
    {
    Penetration - Shots go through walls and targets (not implemented).
    }


    Those are the 3 lost upgrades. I assume they were sort of offense chamber upgrades, that were pulled out. There's a few things in there that I've never seen in NS, such as Motion Tracking armor, and Life support armor, and the infamous nuke.

    ReceiveLifeSupportArmor
    {
    You now have a LifeSupport ™ system. When you get near death, you will be protected until help arrives.
    }
    ReceiveMotionTrackArmor
    {
    You now have a motion-tracker built into your armor.
    }
    User3Desc_38
    {
    Nuke is arming, and must be destroyed before it finishes! Once armed, nuke detonates, doing massive damage to nearby players and structures.
    }

    User3FriendlyDesc_38
    {
    Nuke is arming, protect it while it finishes. Once armed, nuke detonates, doing massive damage to nearby players and structures.
    }

    User3CommanderDesc_38
    {
    Nuke is arming, protect it while it finishes. Once armed, nuke detonates, doing massive damage to nearby players and structures.
    }
  • KoldKurtisKoldKurtis Join Date: 2003-09-09 Member: 20686Members
    ok, thnx you guys

    This really shaved precious seconds off of my <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    well,... back to gestating


    P.S. any mods readingthis, please lock this post as its now solved
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