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how to make actor movement stop immediately after melee kill
Posted: Sat Feb 15, 2014 2:39 pm
by Fire Man X
Hello.
My question is there is a possibility to do 2 commands that they are changing by using just one button?
for example: i want to put autoaim 0 command in my alias and by pressing tab button i have autoaim 0 and when i press it again it goes back to autoaim 3000.
If there is a possibility... please reply.
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 3:12 pm
by CloudFlash
bind key "toggle autoaim"
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 3:48 pm
by Tux
doublebind key "say HI"
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 4:00 pm
by bazzoka
Just create new .wad or .pk3 file and make KEYCONF file.
Example...
Code: Select all
addkeysection "My add-on" myaddon_functions
addmenukey "Zoom" "Zoom1"
Alias Zoom1 "fov 30; rebind Zoom_out;"
Alias Zoom2 "fov 90; rebind Zoom;"
You can use alias from console too but rebind function won't work form there. Oh and between but that .wad file in skins folder.
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 6:19 pm
by Wirtualnosc
Rebind does work from console if you bind an alias to it.
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 6:41 pm
by Konar6
Code: Select all
bind 3 "slot 3; autoaim 5000"
bind 5 "slot 5; autoaim 0"
...etc.
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
RE: Alias with more commands used by just one button?
Posted: Sat Feb 15, 2014 6:58 pm
by Qent
Code: Select all
alias autoaimon "autoaim 5000; autoaim; rebind autoaimoff"
alias autoaimoff "autoaim 0; autoaim; rebind autoaimon"
bind tab autoaimon
RE: Alias with more commands used by just one button?
Posted: Sun Feb 16, 2014 6:01 pm
by Ænima
Konar6 wrote:
Code: Select all
bind 3 "slot 3; autoaim 5000"
bind 5 "slot 5; autoaim 0"
...etc.
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
Holy shit thank you so much, I was using a seperate bind/rebind key for that before.
Now i just gotta somehow make that work with the scroll wheel ...
RE: Alias with more commands used by just one button?
Posted: Sun Feb 16, 2014 6:30 pm
by Ijon Tichy
Without automatically updating cvars like $weapon, $weaponslot, and whatnot (like what EZQuake does), I doubt it'd be doable.
RE: Alias with more commands used by just one button?
Posted: Sun Feb 16, 2014 10:25 pm
by Leonard
You can do it using a custom build although I don't know if that could be considered cheating ?
RE: Alias with more commands used by just one button?
Posted: Mon Feb 17, 2014 2:51 am
by DevilHunter
Ænima wrote:
Konar6 wrote:
Code: Select all
bind 3 "slot 3; autoaim 5000"
bind 5 "slot 5; autoaim 0"
...etc.
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
Holy shit thank you so much, I was using a seperate bind/rebind key for that before.
Now i just gotta somehow make that work with the scroll wheel ...
Well.. If only zandronum would support the +vstr cvar or whateva the flip its called, would be possible. This being a Quake thing though.. Can't find that one page where I learned about it.
how to make actor movement stop immediately after melee kill
Posted: Sat Feb 22, 2014 6:25 pm
by Fire Man X
Thx guys about that alias but now i wanted to ask people who are good at making classes & all stuff related to it.
Is there a way to make actor movement stop immediately after melee kill?
like if i coded altfire which need 200 power (ammo) to use (this isn't important, its just used for example.) and player who plays swordsman class used that altfire and perfectly aimed his target he uses a insta kill slash that he is stop immediately for a few secs after that move.
RE: how to make actor movement stop immediately after melee kill
Posted: Sat Feb 22, 2014 7:05 pm
by CloudFlash
The only way I can think of is:
1: When player dies from the melee weapon, give him an item.
2: In edited player class, when player is in Death state, make him check his inventory for item.
3: If dead player finds he has the item, make him 'shot' the killer with invisible missile that will give his killer another item.
4: In killer's class, make him check if he got the another item (you probably should do it in Fire state. Somewhere at the end of it , to be clear.)
5: When killer notices he has another item, call A_Stop. At this point, you might make him let out a war cry or something.