Cool Stuff |
Proxys: Cheapo: Word Commands |
[ Proxy % Commands | Bindings Suggestions | Word Commands | Extra Commands ] |
[ Back to Proxies: Cheapo ] |
.connect <address>
Connects to a server or a proxy. If linking to another proxy, the first proxy in
the chain will respond to .command, and the last proxy to proxy:command. All respond to
hostname:command.
.disconnect
Disconnects from a server or a proxy.
.reconnect
Reconnects to the last address connected to.
.users
Lists users connected to this proxy and the address they are connected to.
.name <name>
This can be used to rename the proxy, so that it responds to commands which start
<name>: proxy: or host: is no longer recognized after this command.
.filter <group>
<group> ...
This commands allows dividing a team into groups and sending messages only to a
single group. All groupnames must be short and start with #. Here's an example: player1
.filter #att player2 .filter #def After this a message ending with ' #att' like 'say_team
go! #att' is seen only by player 1. Texts with no group are seen by all, and people
without no filters see all messages as well. You can belong to multiple groups, but a
message can only have one group. All text after '#' is removed from the message, and there
must be a space before '#'.
.track
<player>"
Gives a 1st-person tracking view of <player>. Must be a spectator and in
fly-mode. NOTE: QW 2.3 has a cl_chasecam 1 option that gives you tracking without a proxy.
.flood <1/0>
Flood protect protect. If enabled the proxy does not allow you to trigger
floodprotect on the server (instead the proxy gives the flood protect warning). The
advantage is that you won't get any flooding penalty. Server limits are assumed to be 4
messages in 4 sec. Default enabled.
Pointing makes it
possible to report to teammates an item you see/pick using following in say: %t - item
pointed to
%i - last item picked up
%j - last item pointed to
%k - last item picked/pointed
%m - last item picked or nearest
%x - %t but item name only
%y - %t but location only
The nearest object near center of the screen is picked for point. Picking only tracks
items you can point.
.point <items>
This command controls what objects are taken into account for %tijk:
quad, penta, ring, player, enemy, ra, ya, ga, mh, suit, pack, rl, gl, lg, sng, ng, ssg
cell, rock, nail, shel, health misc (=rune+key+flag+sentry-etc)
aliases:
none - no items
power - quad penta ring
armor - ra ya ga
all - everything
def - default items:
player, pack, armors, mega, rock powerups, lg, rl, ga, sng, misc see .help point2 for more
info.
.took <items>
Select what items are reported with f_took when you collect them.
Items is a list of:
quad, penta, ring, player, enemy ra, ya, ga, mh, suit, pack, rl, gl, lg, sng, ng, ssg
cell, rock, nail, shel, health misc (=rune+key+flag+sentry-etc)
Default:
armors, lg, rl, gl
.report <events>
What events are reported to team automatically. Possibilites:
none - nothing
reply - when someone says something
containing ':' (as in f_report)
reply with f_report
power - when you pick a powerup
execute f_powerup.
took - when you collect an item
execute f_took (see .took)
.line <lines | vga |
512 | 640> [center]
Set number of text lines to align camp timers correctly. Larger numbers move the
texts down. 640 - alias for 640x480 (45) 512 - alias for 512x384 (33) vga - alias for
320x200 (11) If the server sends a statusline (CTF etc) decrease the .line value by one so
the powerups are shown above the statusline. The final 'center' option centers powerup
timers (default is left aligned)
.move <lines>
Move small overlay texts near center of screen <lines> lines downward. Mostly
useful to get that Arena FIGHT! away from the crosshair (try .move 3) or to move the
remainder (see .remind)
.items
List important items in current level and their nearest mark. Useful for checking
how many given items are in a level and where for example quad2 is.
.skin <myskin>
<other>
Overrides skins for all players so that your team has <myskin> and other
players have <other>. Default for <other> is base. This change is not visible
to other players in the server. Without parameters .skin restores skins to normal. Skin
can also be specified as * to leave it unchanged: '.skin * base' forces base to enemies,
but leaves teammate skins normal.
.color <mycolor>
<othercolor>
Overrides colors for all players so that your team has <mycolor> and other
players have <other>. Default for <other> is 0 (white). This change is not
visible to other players in the server. Without parameters .color restores colors to
normal. The same color is used for top and bottom. Color can also be specified as * to
leave it unchanged: '.color * 0' forces white to enemies, but leaves teammate colors
normal. Color can also have two numbers like 3,4 in which case the first is topcolor and
the second is bottomcolor.
.fps a b c d e f g h
Gives more fps by removing or modifying visible events. There are 8 options each
specified by a value. If less than 8 values given others are assumed to be 0 [x] [values
of x]
<a> = explosions [0-5]
<b> = powerup glow [0-2]
<c> = muzzle flash [0-2]
<d> = gib/body filter [0-2]
<e> = rocket change [0-1]
<f> = setinfo filter [0-0]
<g> = nail filter [0-4]
<h> = damage filter [0-1]
Try different options to see what each number means. 0 is normal in all cases. Here is an
example: .fps 5 1 2 2 1 The f parameter is ignored.
.mark
[name|delete|reload|auto]
modifies marks that can be used to tell player location with say_team %l. to show
nearest: .mark to create a new mark:
.mark <name> to delete nearest:
.mark delete to reload marks:
.mark reload to autogenerate:
.mark auto Marks are stored in .loc files in
the current directory (files are compatible with FAQ-proxy). All commands save the loc
file except autogenerate which replaces current marks with marks based on important items
(the automarks are not good, but better than nothing if you are in a hurry).
.weapon <best | none
| #: # # # ...>
controls impulse modification best | 1 For each impulse command, if that weapon
doesn't have ammo or you don't have the weapon, select the next best weapon with ammo. For
default impulses the last working weapon in this list is selected:
8: 1 2 4 3 5 8
7: 1 2 4 3 5 7
6: 1 2 4 3 5 6
5: 1 2 4 3 5
4: 1 2 4
3: 1 2 3
2: 1 2
none | 0
disable the above impulses modifications (default)
10: 3 2 define your own impulse sequence (numbers above are just examples) This would
define impulse 10 to be the equivalent of an alias 'impulse 3; wait; impulse 2'. 10:
undefine the above sequences You can define up to 8 sequences. Also note that these only
work with default Quake weapons, not for example in TF.
.who [proxy | fps]
Lists players in the server along with their teams and skins (like Kombat Teams
who-command). Options:
.who proxy displays what proxies all players are using
.who fps displays fps rates of visible players. Last known rates for far away players in (
).
.sound [triggerchar]
Selects the soundtrigger character and enables soundtriggers. If the character is $
(for example) and a team message ends like '$items/damage.wav' that sound will be played.
Start of the message is displayed, so 'help $items/damage.wav' would print 'help' and play
that sound. Use 'none' to disable (default disabled).
.stat < what to show
... >
Display communications statistics between proxy and server. Multiple options can be
specified: all - show all ser - server side stuff
ext - extended statistics
ping - ping for 8 last packets
net - netgraph for 30 packets
proxy - server/clientside proxies
reset - reset extended stats
.cpps
<packets/sec>
Limit the number of client packets sent to the server per second. Most useful when
you set cl_maxfps 72 to get smooth play and then want to cut the number of packets (with
.cpps 50 for example) so your connection won't overload. Dropping looks like packet loss
in netgraph, but if the .cpps limit is greater than half your framerate the loss shouldn't
matter in practice.
.fmodified < 1 | 0
>
Enable or disable f_modified which is used to verify that no models have been
modified in official games. QWCL must be started from Cheapo command line for this to
work. (enabled by default).
.dmm 1 | 2 | 3 | auto
Controls deathmatch mode detection. In mode 1 weapons are reported in point/took
messages. In other modes they are not (even when enabled with with .point or .took).
Default value auto reads dmm from server. Values 1, 2 and 3 can be used to force a mode.
Previous Cheapo versions acted as if mode 1 was always active.
.quiet < 0 | 1 >
Just '.quiet' silences all proxy messages for 0.5 sec, so appending it before a
list of commands removes
the normal output they generate. Server messages are always printed. If you have a longer
script, you can put '.quiet 1' at start and '.quiet 0' at end. This command doesn't print
anything itself.