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Re: class script + custom scope
Posted: Tue Apr 20, 2010 4:31 pm
by Kerafym
Sakke wrote:guard wrote:I'm glad I'm not the only one who still exits by pressing esc --> quit --> exit
Click and exit!
~name rage
quit
Re: class script + custom scope
Posted: Wed Apr 21, 2010 4:57 pm
by A nub is In Ur Forum
So F1 map, F2 next, F3 prev, F4 change class? Also, pk3 form doesn't work on pure servers, but it can always be unpacked when needed for that. I don't snipe much so I don't yews custom scopes.
LOL... as if wafflz would come up with his own classbinds. Hm, Archi's sounds a bit unusual, and here I thought he only used simple configs to set names/binds all this time... heh. When'd you get/make that?
Kinda odd none of the other rednamers seem to be picking these up, or at least not mentioning it. A lot of them don't seem to have anything like this and would probably become at least a little better with it.
Re: class script + custom scope
Posted: Wed Apr 21, 2010 6:28 pm
by Darth_Wayne
F1-F6 for classes, "/" to cycle through maps, "," for O and "." for D.
Win.
Re: class script + custom scope
Posted: Wed Apr 21, 2010 8:07 pm
by Max Rambone
A nub is In Ur Forum wrote:Hm, Archi's sounds a bit unusual, and here I thought he only used simple configs to set names/binds all this time... heh. When'd you get/make that?
I made it a few months back....a few months after this board was formed.
I got really bored one night and was snooping through some config files...
I used the script I had to change controls between soldier/merc/light/chewie as a starting point for the map toggles. (You know....to bind all my mostly used forces or inventory depending on class.)
I used the various CFG files for each classbind to set the controls when I did all this.
I yews 7, 8, 9, 0, -, = just because it's convenient for me. I yews an ergo keyboard and it breaks between 6 and 7, so it's simple to find visually or by feel.
7=snowtrooper
8=chewie
9=Demo
0=lando
-=jan
==reborn boss
Just like in the join list....easy....for me, anyway.
It kinda rocks, actually.....this is one thing that I don't think of as really being cheap so long as you don't yews the ol' quickspec/join thing to circumvent the spawn time.
~archi
Re: class script + custom scope
Posted: Wed Apr 21, 2010 9:13 pm
by Turky
Max Rambone wrote:It kinda rocks, actually.....this is one thing that I don't think of as really being cheap so
well yea, considering it uses a command that was built into the game.
ps: no pk3 is really needed, you just need a folder in base called "classes" to hold all of the individual class files for each class and map. then the map and team cfgs can just be in base.
Re: class script + custom scope
Posted: Wed Apr 21, 2010 10:25 pm
by ozzeh
changed to zip....
gotta figure out a way to detect the classes for the map automatically and make a mini mod...
Re: class script + custom scope
Posted: Wed Apr 21, 2010 10:41 pm
by tens0r
You all obviously have no idea how to yews your F keys.
F1 - vote yes
F2 - vote no
F3 - readyup
Re: class script + custom scope
Posted: Thu Apr 22, 2010 12:20 am
by Turky
there is no readyup in jk3
Re: class script + custom scope
Posted: Thu Apr 22, 2010 10:56 am
by tens0r
Turky wrote:there is no readyup in jk3
That's what you think.
Re: class script + custom scope
Posted: Thu Apr 22, 2010 6:46 pm
by Turky
Darth_Wayne wrote:F1-F6 for classes
Win.
hehe