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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Wed Mar 10, 2010 12:41 pm Post subject: |

Centerprint "Bind impulse 20 for reload." <Wait for impulse 20..> "Bind impulse 21 for alt fire." <Wait for impulse 21>

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Fri Mar 12, 2010 8:40 am Post subject: |

not a bad idea for like 3 binds, but anymore than that and I would want to know in advanced so I could plan for it. Also that makes it kind of feel like you are being forced to bind something you might rather not bother with or if you want to dual bind, like reload and open being on the same key, (which I like to do to reduce button press for binds that don't really do much) that doesn't really facilitate

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Fri Mar 12, 2010 11:27 am Post subject: |

This could also be "fixed" engineside, with a special screen that show the keyboard with the keys labeled by the alias or impulse that trigger. Maybe even some command

Code:
shouserbinding F1 "Show help"

That would show in the right bottom of the screen a picture of the key F1, with the text on his right "Show help"
The way Quake1 works now is superobscure for not reason at all.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Fri Mar 12, 2010 12:35 pm Post subject: |

I wonder how practical a 'defaultbind' command would be, that only binds if that key currently does nothing. Add an extra arg for a description and it could appear in the binds menu. _________________ What's a signature?

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mk Joined: 04 Jul 2008 Posts: 95 |

Posted: Sun Apr 11, 2010 7:44 am Post subject: |

Dunno if this helps, but Makaqu's binding menu can be customized via console commands:

Code:
menu_keys_clear menu_keys_addcmd +p1up "Player 1 Up" menu_keys_addcmd +p1down "Player 1 Down" menu_keys_addcmd +p1left "Player 1 Left" menu_keys_addcmd +p1right "Player 1 Right"
menu_keys_addcmd +p1jab "Player 1 Jab"
menu_keys_addcmd +p1punch "Player 1 Punch"
menu_keys_addcmd +p1kick "Player 1 Kick"
menu_keys_addcmd +p1charge "Player 1 Charge"
menu_keys_addcmd +p1r "Player 1 Dash"
menu_keys_addcmd +p1taunt "Player 1 Taunt"
menu_keys_addcmd +p1test "Player 1 Test"
menu_keys_addcmd +p2up "Player 2 Up"
menu_keys_addcmd +p2down "Player 2 Down"
menu_keys_addcmd +p2left "Player 2 Left"
menu_keys_addcmd +p2right "Player 2 Right"
menu_keys_addcmd +p2jab "Player 2 Jab"
menu_keys_addcmd +p2punch "Player 2 Punch"
menu_keys_addcmd +p2kick "Player 2 Kick"
menu_keys_addcmd +p2charge "Player 2 Charge"
menu_keys_addcmd +p2r "Player 2 Dash"
menu_keys_addcmd +p2taunt "Player 2 Taunt"
menu_keys_addcmd +p2test "Player 2 Test"

There's also the "bindable <key> <0/1>" command to define keys that shouldn't have their bindings overwritten (like the escape key).
By the way, its multiplayer menu's map selection can also be customized by using these commands:
menu_clearmaps
menu_addepisode <name>
menu_addmap <filename> <description>
And the help_pages cvar defines how many pages the help menu should have, so more pages can be added to it.
_________________
Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

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