how to make actor movement stop immediately after melee kill
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how to make actor movement stop immediately after melee kill
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.
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.
Last edited by Fire Man X on Sat Feb 22, 2014 6:26 pm, edited 1 time in total.
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RE: Alias with more commands used by just one button?
bind key "toggle autoaim"
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RE: Alias with more commands used by just one button?
doublebind key "say HI"

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RE: Alias with more commands used by just one button?
Just create new .wad or .pk3 file and make KEYCONF file.
Example...
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.
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;"
Last edited by bazzoka on Sat Feb 15, 2014 4:01 pm, edited 1 time in total.
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RE: Alias with more commands used by just one button?
Rebind does work from console if you bind an alias to it.
Last edited by Wirtualnosc on Sat Feb 15, 2014 6:19 pm, edited 1 time in total.
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RE: Alias with more commands used by just one button?
Code: Select all
bind 3 "slot 3; autoaim 5000"
bind 5 "slot 5; autoaim 0"
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
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RE: Alias with more commands used by just one button?
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?
Holy shit thank you so much, I was using a seperate bind/rebind key for that before.Konar6 wrote:...etc.Code: Select all
bind 3 "slot 3; autoaim 5000" bind 5 "slot 5; autoaim 0"
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
Now i just gotta somehow make that work with the scroll wheel ...
Last edited by Ænima on Sun Feb 16, 2014 6:03 pm, edited 1 time in total.
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RE: Alias with more commands used by just one button?
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?
You can do it using a custom build although I don't know if that could be considered cheating ?
Last edited by Leonard on Sun Feb 16, 2014 10:25 pm, edited 1 time in total.
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RE: Alias with more commands used by just one button?
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.Ænima wrote:Holy shit thank you so much, I was using a seperate bind/rebind key for that before.Konar6 wrote:...etc.Code: Select all
bind 3 "slot 3; autoaim 5000" bind 5 "slot 5; autoaim 0"
A neat way to enable autoaim for some weapons (SSG) and disable it for RL.
Now i just gotta somehow make that work with the scroll wheel ...
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how to make actor movement stop immediately after melee kill
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.
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.
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RE: how to make actor movement stop immediately after melee kill
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.
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.
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*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey