A Slot Management Script

MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
edited February 2005 in Scripting Discussion
NS:Alternate Slot Script
update: A few changes has happened to the script adding some new functionality and making things easier for mp_blockscripts enabled servers. new site where you download the script and read detaild information on using it can be found here: http://members.cox.net/flaming.june/form

Form is a slot management script. You can customize the way you select your weapon slots using this script in a variety of ways by using "parent" and "child" slots.

Now I know everyone has their own setup and their own unique way of selecting weapons. This script lets you add new functionality on top of your current setup. The idea is once you get everything tailored to your liking everything becomes transparent and it's like you never had a script in the first place.

With this script you're able to toggle between two, three, or all four weapons at the press of a single key, and, with any one of those selected weapons, can yeild it's own alternate selected weapon. Though that is just one broad example; it's just real flexable to use.
Post edited by Unknown User on
What if we crowdfund the Director's Chair?

Comments

  • UrdUrd Join Date: 2003-05-25 Member: 16696Members, Constellation Posts: 313
    Looks good, it would be nice if you didn't need fast switch though.
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members Posts: 503
    Wow, incredible script...I did'nt half cos I really don't want to tounge.gif

    It's not the kind of script I would need, 4 individual attack keys would be my fav but my multibutton mouse is wireless and lags in FPS's.

    But you look like a good scriptor...maybe u could make my one click; spores, umbra, then switch to bite for lerk?

    The rest of scripts I think of are too evil...GO AWAY FROM MY MIND YOU MALICIOUS DEMONS!!!
    My avatar is like sooooo smooth.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    well hud_fastswitch is relative to the script. I can't imagine playing without it anyway since there is only one weapon item per slot in NS; it just makes sense.

    You can still use your individual attack scripts with this. You just need to make a few modifications that's all.
    What if we crowdfund the Director's Chair?
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver Posts: 708 Advanced user
    See, thats the thing. hud_fastswitch 1 doesn't work for me. Sure, it deactivates the weapons menu so I only have to press the number key and not +attack, but the weapon draw/**** animations still play. And I can't figurte out why. It's been messing up my scripts and I'm getting really mad.
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    edited February 2005
    Rek, is cl_lw set to "1" ??
    What if we crowdfund the Director's Chair?
  • Krazy_GlueKrazy_Glue Join Date: 2003-05-16 Member: 16393Members Posts: 69
    very nice

    i have a similar script but i never though of having a record function like you do

    i always had to minimize out and change my cfg if i wanted to change it...
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver Posts: 708 Advanced user
    cl_lw? Full name plz? And since I've never played with it, it would be default.
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    it's off by default I think.. so enable it..
    the command IS cl_lw (client side weapons prediction, makes sense, no?)
    What if we crowdfund the Director's Chair?
  • SlavakSlavak Join Date: 2005-02-19 Member: 41765Members Posts: 64
    QUOTE (MrRadicalEd @ Feb 18 2005, 04:03 PM)
    well hud_fastswitch is relative to the script. I can't imagine playing without it anyway since there is only one weapon item per slot in NS

    rine slot4
    mines, welder, tampon
    Back; and in black.
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver Posts: 708 Advanced user
    Ah, I thought you used an abbreviation, like mp_bs....

    And I just noticed that a word was filtered out in my post. It has more than one meaning, and not all are dirty... I will replace it with "Chambering"
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver Posts: 708 Advanced user
    edited February 2005
    Nope, it defaults to on, so it obvisouly isn't the problem.

    EDIT: Hmmm, probably should have put this into my last post....
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation Posts: 1,669 Advanced user
    QUOTE (ReK @ Feb 19 2005, 04:50 AM)
    See, thats the thing. hud_fastswitch 1 doesn't work for me. Sure, it deactivates the weapons menu so I only have to press the number key and not +attack, but the weapon draw/**** animations still play. And I can't figurte out why. It's been messing up my scripts and I'm getting really mad.

    AFAIK it's not possible to prevent the draw animations playing. When spectating players you don't see them draw their weps, but that's simply a spectator thing. From their perspective the animation is playing. Is this related to cl_lw?

    --

    cl_lw (client side weapons prediction)
    Google gives:
    "This controls whether the weapon animations/sounds are played client-side. If this is enabled (cl_lw 1), then the sounds and animations are played client-side, the instant you fire the gun (instead of waiting for the server to confirm it). There are disadvantages and advantages to this.

    If left off (cl_lw 0), you'll see the gun firing as your lag allows, which also means you'll see the gun fire in sync with the hits. The problem with this is that if lag compensation is on, you'll have no bullet marks to adjust your aim by until it's way too late. This can work against you with random-trajectory weapons, such as Counter-Strike's AK-47.

    The problem with turning it on is that your machine has to generate the random kick and inaccuracy. As a result, the bullet marks/kick being shown will likely not line up with the ones the server is randomly generating. If you're shooting a highly inaccurate weapon (once again using CS's AK-47 as an example), bullets that seem to hit might not really hit, and bullets that don't seem to hit might end up hitting anyways.

    We recommend that you leave this on if you're playing with lag compensation. If you aren't, then turn it off. This defaults to 1 (on). "
    --

    This script works with bs1, right? Looks like top stuff, I'll try it out.
    image

    WTS my two spare NS2 black-armour steam keys
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation Posts: 342 Fully active user
    If I recall correctly, disabling cl_lw causes Leap and Blink to fail, since player movement is client-side and thus those weapons' only effects occur as part of their client-side prediction.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    edited February 2005
    Okay I've been a little busy with this script.

    I've listened to some feedback and improved some minor things.
    - Recording a slot can now be done on mp_blockscripts servers with a new toggling alias
    - Added a second child slot for each of the parent slots
    - Added the option to record weapon slots as either the child or parent via a toggle alias(you can link slots together as parents and have a customized inventory going with child slots branching off)
    - More noticable sound tips
    - Added extra messages to know when you are recording weapon slots

    All found here: http://members.cox.net/flaming.june/form
    Post edited by Unknown User on
    What if we crowdfund the Director's Chair?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    Form 1.5 completed from more suggestions and fine tuning. It doubled in size adding:
    - New and more detailed messeges when recording keys as alternate slots(Which added the most to the file)
    - Added messeges and sound tips when toggles are turned off
    - Resolved foreseeable "key leaks"

    I have some ideas for Form 2 in the works. Possibly the addition of three user-defined parent slots(along with the standard alternate slot options) So as marines you could define slots5, 6, and 7 with welder, mines, and grenades and create a custom sub inventory as an offshoot of a parent slot.. fun stuff..
    What if we crowdfund the Director's Chair?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    Form 2 finished. This will most likely be the last release unless I get any more ideas worth adding.
    - Added four user define weapon slots; slot5#, slot6#, slot7#, and slot8# that work like the original four parent slots.
    - Added mp_blockscripts safe last used slot function for use with Form exclusively; lastslot
    - Documentation in the .zip is now an html document and not plain text

    Now there is more benefit added when playing as marines using this script. You can create a custom inventory of slot4 items(welder, grenades, etc) separate from your primary/secondary weapons and toggle between the two.
    What if we crowdfund the Director's Chair?
  • aes0p_r0ckaes0p_r0ck Join Date: 2006-11-07 Member: 58465Members Posts: 2
    Will someone please repost this? I had to reinstall NS and I am just about ready to pull out my hair in frustration. I NEED THIS SCRIPT AGAIN sad-fix.gif (and the link is 404'd).
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members Posts: 716 Fully active user
    Yeah I had to let things slide as life made changes, but I rummaged around and found it. If you PM your email I can send it your way. Due to its size, I cannot attatch on here.
    What if we crowdfund the Director's Chair?
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members Posts: 503
    Hey I would like to see that script too! smile-fix.gif

    I have one thing I use...I wonder if it does the same?

    alias +s2 "slot2; wait"
    alias -s2 "slot1; wait"

    alias +s3 "slot3; wait"
    alias -s3 "slot1; wait"

    alias +s4 "slot4; wait"
    alias -s4 "slot1; wait"


    bind "MOUSE1" "+attack"
    bind "MOUSE2" "+s2"
    bind "MOUSE4" "+s3"
    bind "MOUSE5" "+s4"

    It works great for me...maybe something could be faster...
    My avatar is like sooooo smooth.
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver Posts: 708 Advanced user
    http://files.filefront.com/NS_31_Custom_Pa...;/fileinfo.html

    It's my massive script pack. The slot management thing is part of marine.cfg and alien.cfg, as it's different for the two teams.

    There's a lot of useful stuff in there, though it's probably a little out of date. Look through and use the whole thing, or cannabalize it if you want.
    Jumping send out a big hank cyclone, it will eddy original location in gallinaceous body, and pinch three times, opponent
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