alien weapon suggestion
c4t
Join Date: 2003-09-06 Member: 20619Members
<div class="IPBDescription">no not a new weapon suggestion</div>first of all, sorry if this idea has been suggested before. i used the search feature to the best of my ability and came up with nothing on the first few hits. i would like to see for ns2, and perhaps if an update comes to ns1, the rest of the alien weapons bindable to keys. currently, +movement allows instantaneous blinking without disrupting lastinv. would anybody else like to see the other alien abilities be hot keyable naturally? it would be really neat to be able to just hit a key and your fade metabolizes or hit a key and he attacks instead of selecting which weapon slot and using it.
weapons with delays would keep their delays.
i cant imagine this idea hasnt already been covered.
weapons with delays would keep their delays.
i cant imagine this idea hasnt already been covered.
Comments
the idea is new for me, but it seems very unintuitive for me. i mean, 4-9 keys to bind for 4 abiltys? (primary+ secondary + movement )
It exists in NS1. We call it scripting.
you think i am not aware of this? this would be an intuitive feature and should in my opinion come out with the shipped game via the bind keyboard button options. every player should have access to this and not just people who use scripts.(i am not anti script use. it just happens that this is one of the things that scripting does that really should just be added to the game) you can already bind so many aspects of alien play, that is, the upgrades and evolutions to keys, why not create some more commands like +movement except for the rest of the abilities.
it would also be nice to see marine weapons be bindable to keys. most notably the knife.
does anybody disagree, and why?
How about a script that leaps bites (after X wait commands) and xenocides bound to p?
[bind p "exec leapbitexeno.cfg"]
slot1
atack1
slot4
attack1
slot3
wait 5 (or wait wait wait wait for a .5sec wait)
attack1
Shoot exactly 11 bullets from the LMG bound to Q?
[bind q "exec 11bullet.cfg"]
Attack1 (should be different from +Attack1 which would act as if you're holding down the mouse button)
Repeat 11
Pretend to use the scope and make some kind of a funny looking gesture?
[bind v duckmaneuver.cfg]
+attack2
+duck
-attack2
-duck
Voice command1 (All clear?)
NS1 scripting isn't all that much harder than that, but an integrated drag and drop interface would help make scripting mainstream.
have a separate key for the commands and voice binds and the build menu.
the mouse is for aiming and shooting not confusing me with more than one option while getting eaten.
have a separate key for the commands and voice binds and the build menu.
the mouse is for aiming and shooting not confusing me with more than one option while getting eaten.<!--QuoteEnd--></div><!--QuoteEEnd-->
quite a few people bind +movement to mouse2.
LOL!
"HEY GUYS I CAN'T MAKE A DECISION I CAN'T MAKE A DECISION, SO MANY OPTIONS. SHOULD I USE MY PISTOL OR SHOULD I RUN AND RELOAD MY LMG OR MAYBE I SHOULD TRY TO USE 6 BULLETS/SKULK AND LET THE KNIFE DO THE RE OWAIT NVM...
I'm sorry commander, I failed you."
I'm definitely for a more elegant implementation of alien slots. Even just a "hud_fastswitch 2" or another var like "hud_alienkeys 1" with an option in the menu. Aliens should really play more like an instrument, and less like they have guns.
Doh i get genocide active, but then it wont leap.
Now i know what i did wrong, i gess my HL (CS) scrpiting is old..