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Example:
alias helloiamanalias command_1; command_2
bind p helloiamanalias
I thought this should work, but it doesn't:
alias +rl "impulse 7;wait;impulse 3;wait;impulse 2;wait;in_attack 0;wait;in_attack 1;unbind mouse_left -rl"
alias -rl "in_attack 1"
alias +gl "impulse 6;wait;in_attack 0;wait;in_attack 1;unbind mouse_middle -gl"
alias -gl "in_attack 1"
alias +lg "impulse 8;wait;impulse 3;wait;impulse 2;wait;in_attack 0;wait;unbind mouse_left -lg"
alias -lg "in_attack 1"
bind mouse_left "-rl;unbind mouse_left +rl"
bind mouse_right "-lg;unbind mouse_right +lg"
bind mouse_middle "-gl;unbind mouse_middle +gl"
I found out it's "mouse_misc1" for M4 and "misc2" for M5.
I can only make it work with the last gun in the alias next to in_attack 0. The other weapons are never selected, even though I have picked them up.
So if I have a ssg, it will never select this. Only when I pick up rl does this work.
say you have the g key bound to rocket launcher for example. before, you could just use "unbind g" before to completely unbind the g key. now you would type unbind g "impulse 7"
to see a list of what is bound already to a particular key, type unbind <key>
I got this to work:
alias quickswitch_lg switchweapon 6 0
alias quickswitch_gl switchweapon 4 0
alias +lg "quickswitch_lg;in_attack 0;unbind mouse_right -lg"
alias -lg "in_attack 1;impulse 7"
bind mouse_right "-lg;bind mouse_right +lg"
alias +gl "quickswitch_gl;in_attack 0;unbind mouse_misc1 -gl"
alias -gl "in_attack 1;impulse 7"
bind mouse_misc1 "-gl;bind mouse_misc1 +gl"
Great stuff. This has been bugging me since I started playing. Finally got my quick fire LG and GL working:
alias quickswitch_lg switchweapon 6 0
alias quickswitch_gl switchweapon 4 0
alias +lg "quickswitch_lg;in_attack 0;unbind mouse_right -lg"
alias -lg "in_attack 1;impulse 7"
bind mouse_right "-lg;bind mouse_right +lg"
alias +gl "quickswitch_gl;in_attack 0;unbind mouse_misc1 -gl"
alias -gl "in_attack 1;impulse 7"
bind mouse_misc1 "-gl;bind mouse_misc1 +gl"
In the original Quake I could do something like "impulse 5; wait; impulse 8" and this would leave me on super nailgun if lightening gun was out of ammo. The "impulse 5" would still have worked even though impulse 8 = no ammo.
But in the new engine, if any command in the whole alias/binding tries to switch to a weapon that's out of ammo, it makes the whole lot fail, and nothing happens.
I've tried trickery with switchweapon, but I always either end up with the same problem: the whole binding either fails because you try to switch to a weapon with no ammo, or you end up with a key that cycles through a bunch of different weapons (eg my "best non-explode-in-my-face gun" ends up switching between them).
Anyone with fancy old-school bindings manage to figure this out?
I don't know yet. I thought switchweapon would do the trick, but that's more like a toggle. What we really want is something like bestweapon 8 4 3, which would select the best available weapon starting with 8 (LG), then 4 (SNG), then 3 (NG). This is available in modern quake engines developed by the community, but not in this "Enhanced" Kex quake engine.
Hi, did you get this to work?
It's been driving me mad.