Class Specific *.cfgs & Armor Ups
gopher
Join Date: 2003-08-01 Member: 18657Members, Constellation
Team Fortress has/had it, and I think it would be neat to have it in NS. Basically you would have different *.cfgs, depending on the team you're on, or the alien you are: marine.cfg, fade.cfg, skulk.cfg .. you get the point. That *.cfg would get automatically executed when gestating or changing the team. Shouldn't be too hard to implent, and won't really give you any major advantages; it just makes life easier <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Second suggestions applies mainly to combat, since I'm, not really sure how it's in classic: When upgrading your armor, you should get -at least- the difference between the two levels, even if your armor is at zero. It really sucks to upgrade one or two levels, just to stick with the same amount of armor. Example:
You've got 0 armor, upgrade to au 1, and get 20 armor, from that to au 2 would give you 40. Or even make it so it gives you the full amount <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Second suggestions applies mainly to combat, since I'm, not really sure how it's in classic: When upgrading your armor, you should get -at least- the difference between the two levels, even if your armor is at zero. It really sucks to upgrade one or two levels, just to stick with the same amount of armor. Example:
You've got 0 armor, upgrade to au 1, and get 20 armor, from that to au 2 would give you 40. Or even make it so it gives you the full amount <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Comments
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//alias
alias skulk "impulse 113"
alias gorge "impulse 114"
alias lerk "impulse 115"
alias fade "impulse 116"
alias onos "impulse 117"
//classes binds
bind "z" "skulk; exec skulk.cfg;"
bind "x" "gorge; exec gorge.cfg;"
bind "c" "lerk; exec lerk.cfg;"
bind "v" "fade; exec fade.cfg;"
bind "b" "onos; exec onos.cfg;"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Make sure to add exec skulk.cfg to your join key
ex. bind "f6" "jointeamtwo; exec skulk.cfg;"
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//alias
alias skulk "impulse 113"
alias gorge "impulse 114"
alias lerk "impulse 115"
alias fade "impulse 116"
alias onos "impulse 117"
//classes binds
bind "z" "skulk; exec skulk.cfg;"
bind "x" "gorge; exec gorge.cfg;"
bind "c" "lerk; exec lerk.cfg;"
bind "v" "fade; exec fade.cfg;"
bind "b" "onos; exec onos.cfg;"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Make sure to add exec skulk.cfg to your join key
ex. bind "f6" "jointeamtwo; exec skulk.cfg;" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks, I'm using something similar though =)
Specilized sensitivities between them all?
Right now I use two different sensitivities between marine's and alien's.
That's it, and I don't think I'd need more or less sensitivity between any of the alien classes.
What other point to them is there?
In TFC each class had several differences between them that you could utlize in your configs, like scripts and sensitivities.
Specilized sensitivities between them all?
Right now I use two different sensitivities between marine's and alien's.
That's it, and I don't think I'd need more or less sensitivity between any of the alien classes.
What other point to them is there?
In TFC each class had several differences between them that you could utlize in your configs, like scripts and sensitivities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The use is weapon configurations. When you have multiple buttons on your mouse, you may want to have different weapons bound to different keys for each class. How much trouble could it be to add in a bit of code that would automatically exec the appropriate cfg (if present) on gestation? Additionally, on respawn it should exec the skulk.cfg.
Specilized sensitivities between them all?
Right now I use two different sensitivities between marine's and alien's.
That's it, and I don't think I'd need more or less sensitivity between any of the alien classes.
What other point to them is there?
In TFC each class had several differences between them that you could utlize in your configs, like scripts and sensitivities. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The use is weapon configurations. When you have multiple buttons on your mouse, you may want to have different weapons bound to different keys for each class. How much trouble could it be to add in a bit of code that would automatically exec the appropriate cfg (if present) on gestation? Additionally, on respawn it should exec the skulk.cfg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Torak got it right <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Few Examples:
- Bind slot3 to mouse2 (my current jump button) for the fade.cfg
- Bind the normal jump to mouse2 for the lerk.cfg
- Bind 3jumps (the h4x) to mouse2 for the skulk.cfg
- Get rid of all the buttons I don't need as gorge, and place the impulse binds near my movement keys for the gorge.cfg
etc <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Note I was never against any of this, I was just confuzzled about what I could actually do with this, remember I'm a major exploiter
Note I was never against any of this, I was just confuzzled about what I could actually do with this, remember I'm a major exploiter <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Rofl.
*puts in sig*
Note I was never against any of this, I was just confuzzled about what I could actually do with this, remember I'm a major exploiter <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Rofl.
*puts in sig* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
wow that quote isn't out of text lol
Here's a quote I got from you in various threads, I'm gonna put it in my sig
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like aliens in many ways outside of their combat abilities <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
- Coris
Note I was never against any of this, I was just confuzzled about what I could actually do with this, remember I'm a major exploiter <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Rofl.
*puts in sig* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
wow that quote isn't out of text lol
Here's a quote I got from you in various threads, I'm gonna put it in my sig
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like aliens in many ways outside of their combat abilities <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
- Coris <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ROFL <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Seriously, I know you're a very good player, I just think that the quote is funny, especially since #cri always get accused of beeing script0rs ;P
Note I was never against any of this, I was just confuzzled about what I could actually do with this, remember I'm a major exploiter <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Rofl.
*puts in sig* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
wow that quote isn't out of text lol
Here's a quote I got from you in various threads, I'm gonna put it in my sig
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like aliens in many ways outside of their combat abilities <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
- Coris <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ROFL <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Seriously, I know you're a very good player, I just think that the quote is funny, especially since #cri always get accused of beeing script0rs ;P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah it's alright I'm just joking do whatever you want
Specilized sensitivities between them all?
Right now I use two different sensitivities between marine's and alien's.
That's it, and I don't think I'd need more or less sensitivity between any of the alien classes.
What other point to them is there?
In TFC each class had several differences between them that you could utlize in your configs, like scripts and sensitivities. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The use is weapon configurations. When you have multiple buttons on your mouse, you may want to have different weapons bound to different keys for each class. How much trouble could it be to add in a bit of code that would automatically exec the appropriate cfg (if present) on gestation? Additionally, on respawn it should exec the skulk.cfg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
While I agree.. there is already a good way to do multiple class weapon configurations without using configs.
For instance, if you want your mouse4 to be parasite for skulk (slot2, normally), blink for fade (slot3), bite for lerk (slot1), heal for gorge (slot2), stomp for onos (slot3)..
bind mouse4 "weapon_parasite; weapon_blink; weapon_bite2gun; weapon_healingspray; weapon_stomp"
...and you'll have each specific weapon for each class bound to 1 key.. you're aren't limited to the slotx definitions of the weapons.