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  • #16
    Originally posted by R00k View Post
    Stacked impulses is a Qrack feature. And beyond that the impulse numbers are specific to standard Quake. Mods can and do have different values that do different things. If Quake cant differentiate between mouse up and down, either you have a problem with your client or mouse or both.

    But, the point stated earlier scrolling thru your inventory is a SLOW way to get what u need. Binding individual keys for each weapon is faster.
    Wow I did not know that I could bind them all to 1 key,I will try that.
    Binding individually sux as it gives a "no weapon" and changes nothing.
    Or even worse says "not enough ammo"
    Something else I have forgotten the command to stop the automatic switching when you pick up one more potent, I don't like it trading up as I always pick up a pak with lg in the water and get DC'd or kill someone with it and it turns off my GL and I get owned in close as it just tickles the enemy.
    If I turn off the auto change with that command will it also turn off the impulse stacking?
    What is the command?
    Last edited by bluntz; 12-06-2012, 05:51 PM.
    WARNING
    May be too intense for some viewers.
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    • #17
      Originally posted by R00k View Post
      Stacked impulses is a Qrack feature.
      Looks like I have a to-do for next ProQuake version. I don't see a good reason to not support the way that Quakeworld players are accustomed to setting up a weapon selection bind as that is essentially the equivalent of ProQuake "bestweapon".
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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      • #18
        because its an evil evil hack that has the client engine assume it knows what all the inventory fields mean, that keels over as soon as you have mods with weapon-change delays and/or multiple weapons in each slot, and the impulses to change weapons can still get lost.
        Other than that its... urm... fine, I guess.

        Personally I disagree with hacking the impulse command to be anything but a dumb transport, but wouldn't mind it being in some other mod-specific command. Sadly this hack already exists in multiple clients, so it might as well be supported just because annoying people will refuse to use engines that don't have stupid hacks that enable them to write cheaty sleep-inducing scripts to play for them.
        Yes. I have seen an aimbot written in console-script.
        Some Game Thing

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        • #19
          Originally posted by Spike View Post
          Yes. I have seen an aimbot written in console-script.
          I always thought it would be fun just to throw random monsters in a pit...and see who wins.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #20
            Originally posted by Spike View Post
            because its an evil evil hack that has the client engine assume it knows what all the inventory fields mean, that keels over as soon as you have mods with weapon-change delays and/or multiple weapons in each slot, and the impulses to change weapons can still get lost.
            Other than that its... urm... fine, I guess.

            Personally I disagree with hacking the impulse command to be anything but a dumb transport, but wouldn't mind it being in some other mod-specific command. Sadly this hack already exists in multiple clients, so it might as well be supported just because annoying people will refuse to use engines that don't have stupid hacks that enable them to write cheaty sleep-inducing scripts to play for them.
            Yes. I have seen an aimbot written in console-script.
            In this particular case, bestweapon also has all the weaknesses cited. (i.e. doesn't know the mod, the weapons, etc.) but I don't expect anyone to use ProQuake for anything except Quake and it will be standardish Quake 99% of the time.

            From a pure engine design standpoint, I agree this sucks as "impulse" was just designed as a transport of a user-command as a byte over the network.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #21
              True, i cant type bind x "impulse 22 3 2 1", cause the engine wont know i have the hook.

              If one can make an alias like Bluntz said for bestweapon to do the same as a stacked impulse, whats the diff.


              Code:
              //----------
              //Bestweapon
              //----------
              void Bestweapon_f (void)
              {
              	int i=1;
              	if (Cmd_Argc() == 1)
              	{
              		Con_Printf ("Use \"BestWeapon X Y Z...\"\n");
              		Con_Printf ("where X is the first option and Y the second one\n");
              		return;
              	}
              
              	for (i=1; i<=Cmd_Argc(); i++)
              	{
              		switch(atoi(Cmd_Argv(i)))
              		{
              			case 8:
              			if (cl.items & IT_LIGHTNING && cl.stats[STAT_CELLS] > 0) 
              			{
              				in_impulse = 8;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 7:
              			if (cl.items & IT_ROCKET_LAUNCHER && cl.stats[STAT_ROCKETS] > 0)
              			{
              				in_impulse = 7;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              
              			case 6:
              			if (cl.items & IT_GRENADE_LAUNCHER && cl.stats[STAT_ROCKETS] > 0)
              			{
              				in_impulse = 6;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 5:
              			if (cl.items & IT_SUPER_NAILGUN && cl.stats[STAT_NAILS] > 0)
              			{
              				in_impulse = 5;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 4:
              			if (cl.items & IT_NAILGUN && cl.stats[STAT_NAILS] > 0)
              			{
              				in_impulse = 4;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 3:
              			if (cl.items & IT_SUPER_SHOTGUN && cl.stats[STAT_SHELLS]> 0)
              			{
              				in_impulse = 3;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 2:
              			if (cl.items & IT_SHOTGUN && cl.stats[STAT_SHELLS] > 0)
              			{
              				in_impulse = 2;
              				i = Cmd_Argc() + 1;
              			}
              			break;
              			case 1:
              			in_impulse = 1;
              			i = Cmd_Argc() + 1;
              			break;
              		}
              	}
              }
              As you can see the bug with bestweapon is that it checks for weapon and ANY ammo of each type. Though for some weapons, like SSG and the SNG it takes 2xammo to select. So it will crap out on those weapons.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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