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Messages - Peterson!

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1
General Discussion / Re: Any suggestions for conc-mod perhaps?
« on: December 28, 2010, 03:51:32 PM »
if i understand it correctly thats a toggle, right?
but then, isnt it logical that you should tap 2x if you are holding a nade? i mean, your not supposed to be able to hold a nade, and after that throw another whilst still holding it (or am i misunderstanding what you meant by detecting hh?)

also, yes i can make a toggle like that in the plugin, but i'd have to make like a command or something you'd have to activate, dunno if you'd want that, since you'd have to type that command every map

What I mean is, is you accidentally hh your first or second grenade, the script can't automatically send -conc for you, so you'd have to double tap to get the next grenade to even start priming.

You can't get +conc to start priming a grenade without sending -conc, that's just how meta commands work.  :-\



Also, you can probably do something like, after the grenade explodes you return -conc, or maybe even do it just before +conc.

I know that's kind of sloppy, but it seems a little more streamlined that having to set a variable for yourself per map.

(But, honestly, I don't even really want a toggle.  I was just posting that script in response to the first post.)

-(checking how to script it so you can click once to hold nade, click 2x to drop, should be possible without sourcemod but in an alias i think, but i haven't got a clue about aliases and shizz)

2
General Discussion / Re: Any suggestions for conc-mod perhaps?
« on: December 28, 2010, 05:32:53 AM »
I forgot that I promised a script.  The only problem is, is that it can't detect if you hh, so you'll have to tap the button twice to throw the next grenade.

Code: [Select]
alias conc.t "conc+"

alias conc+ "alias conc.t conc-; +conc"
alias conc- "alias conc.t conc-; -conc"

Just put that in a script somewhere and bind a key to 'conc.t' (After execing the script, of course)

I think it'd be beneficial to script a toggle into the plugin, otherwise, this is the best that can be done (unless you want me to write some sloppy wait system).

3
Bug Tracker / Re: Milliseconds and ranking
« on: December 27, 2010, 12:19:48 AM »
Does it:
  • Rank them alphabetically?
  • Rank them in the order of the dates the times were achieved?
  • Ignore the milliseconds?



4
Bug Tracker / Re: !save.. cmds
« on: December 27, 2010, 12:17:24 AM »
Does it just default to the frog or does nothing happen?

5
General Discussion / Re: Any suggestions for conc-mod perhaps?
« on: December 27, 2010, 12:14:09 AM »
I think a timer bar till detonation would be better then the bar there is for distance the conc is from you like how it is on tfc. hard to time multiple conc's by sound when they are beeping simultaneously.

The bar was from Fortress Forever, TFC only had the beeps.

Regardless, I don't think something like that is exactly possible in any practical manner using SM. (Unless SM is suddenly amazing)


In regards to the plugin, my only gripe as of now is the grenades roll inconsistently when looking at awkward angles.  For instance, looking straight down makes them roll forward, but looking a bit higher at, say, 30 degrees makes them roll the left a little.  A few other things like that kind of irk me, but whatever.

As for the script, I'll get one to you posthaste.

6
Other Tutorials / Re: Binding keys.
« on: December 27, 2010, 12:04:07 AM »
Hmm, I would get in the habit of adding quotations around the command.

While you guys are on binds, might as well delve further into aliases, scripts, and perhaps editing the configuration files for a customized setup.

The quotes start helping once you start getting into "advanced" console usage, so I left them out for the time being.  I'll get around to covering everything like that eventually, it's just a matter of what people would like to see first.

7
Other Tutorials / Re: Binding keys.
« on: December 26, 2010, 05:21:18 PM »
Allow me to supplement this with a little bit.

First things first:

So, you want to bind a key, but there isn't an spot for it in the options?

How do we go around doing something like that?



Not exactly the most complicated task, but it does require a little insight.

Here is a quick, 3 step (more or less), program to having more bound buttons:



Step 1: The Console

The first step is to make sure you can even access the most important part to this tutorial, the console.

Hit the ~ key to open the console.  If nothing happens, you need to "Enable [the] Developer Console."

This image should get you on your way.  (From top to bottom.)





Step 2: The Console II

Now that that's out of the way, you'll only have to do Step 2 and 3 whenever you wish to bind something.

Pretty spiffy.

Now, hit the ~ key to open up the console.  If you did Step 1 right, you should have something that looks like this.





Step 3: The Binding

Now that you have the console open you're ready to be a big boy.

The way you bind something would be: bind key command

Bind is the command that set's whatever you want to whatever key you chose.  Very straight forward. (You will always type bind when setting your keys)
Key is the key that you wish to bind.  You can set this to any key that you want, even mouse buttons!
Command is the action you wish to happen whenever you press your button of choice.  Some of those would be: +jump, kill, or chooseteam

Let's say that I want to bind control to duck.  I would type something like this:





Once you're committed, hit enter and you're good to go (if you typed in everything correctly).

How does it feel to be a big boy?


                                                   


Some other examples of common binds would include:

bind key +conc :This is for CrancK's Concussion Grenade plugin being used on the Jump iT server.  I use mouse2.



(I can create a TL;DR version for use in the server / lazies if needed.)

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