binds

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r u using binds 4 weapon buy?

Poll ended at Wed May 08, 2013 8:44 pm

y
10
77%
n
3
23%
 
Total votes: 13

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loldretch
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binds

#1 Post by loldretch » Tue Jul 12, 2011 8:44 pm

im usin binds for:

bind F3 "sell weapons; buy rifle"
bind F4 "sell weapons; sell upgrades; buy helmet; buy larmour; buy lcannon; buy battpack" - very rarely, cant fight with luci
bind F5 "sell weapons; sell upgrades; buy helmet; buy larmour; buy lgun; buy jetpack"
bind F6 "buy gren" - rarely
bind F7 "buy min"
bind F8 "sell weapons; sell upgrades; sell helmet; sell larmour; buy bsuit; buy chaingun"
bind F9 "sell weapons; sell upgrades; buy helmet; buy larmour; buy ackit; buy ckit"
bind F10 "sell weapons; sell upgrades; buy helmet; buy larmour; buy shotgun"

it noobish, i know :)
Last edited by loldretch on Wed Jul 13, 2011 12:27 pm, edited 1 time in total.
go buy brain, then go buy brain

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Quarko
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#2 Post by Quarko » Tue Jul 12, 2011 10:43 pm

Here we go:

Code: Select all

bind b "buy ammo; vstr buymenu.arm.text;unbind 1;bind 1 vstr buymenu.arm.1.exec;unbind 2;bind 2 vstr buymenu.arm.2.exec;unbind 3;bind 3 vstr buymenu.arm.3.exec;unbind 4;bind 4 vstr buymenu.arm.4.exec"
bind n "buy ammo; vstr buymenu.wep.text;unbind 1;bind 1 vstr buymenu.wep.1.exec;unbind 2;bind 2 vstr buymenu.wep.2.exec;unbind 3;bind 3 vstr buymenu.wep.3.exec;unbind 4;bind 4 vstr buymenu.wep.4.exec;unbind 5;bind 5 vstr buymenu.wep.5.exec;unbind 6;bind 6 vstr buymenu.wep.6.exec;unbind 7;bind 7 vstr buymenu.wep.7.exec;unbind 8;bind 8 vstr buymenu.wep.8.exec;unbind 9;bind 9 vstr buymenu.wep.9.exec;unbind 0;bind 0 vstr buymenu.wep.0.exec;unbind -;bind - vstr buymenu.wep.gren.exec;unbind =;bind = vstr buymenu.wep.mine.exec"

//bind b "buy ammo; unbind 1;bind 1 vstr buymenu.arm.1.exec;unbind 2;bind 2 vstr buymenu.arm.2.exec;unbind 3;bind 3 vstr buymenu.arm.3.exec;unbind 4;bind 4 vstr buymenu.arm.4.exec"
//bind n "buy ammo; unbind 1;bind 1 vstr buymenu.wep.1.exec;unbind 2;bind 2 vstr buymenu.wep.2.exec;unbind 3;bind 3 vstr buymenu.wep.3.exec;unbind 4;bind 4 vstr buymenu.wep.4.exec;unbind 5;bind 5 vstr buymenu.wep.5.exec;unbind 6;bind 6 vstr buymenu.wep.6.exec;unbind 7;bind 7 vstr buymenu.wep.7.exec;unbind 8;bind 8 vstr buymenu.wep.8.exec;unbind 9;bind 9 vstr buymenu.wep.9.exec;unbind 0;bind 0 vstr buymenu.wep.0.exec;unbind -;bind - vstr buymenu.wep.gren.exec;unbind =;bind = vstr buymenu.wep.mine.exec"

set buymenu.arm.text "vstr buymenu.arm.1;vstr buymenu.arm.2;vstr buymenu.arm.3;vstr buymenu.arm.4"

set buymenu.arm.1 "echo ^6BUY 1: ^2Light Armour"
set buymenu.arm.1.exec "sell upgrades; buy larmour; buy helmet;"

set buymenu.arm.2 "echo ^6BUY 2: ^2Battery pack"
set buymenu.arm.2.exec "sell upgrades; buy larmour; buy helmet; buy battpack;"

set buymenu.arm.3 "echo ^6BUY 3: ^2Jetpack"
set buymenu.arm.3.exec "sell upgrades; buy larmour; buy helmet; buy jetpack;"

set buymenu.arm.4 "echo ^6BUY 4: ^2Heavy armor"
set buymenu.arm.4.exec "sell upgrades; buy bsuit;"

set buymenu.wep.text "vstr buymenu.wep.1;vstr buymenu.wep.2;vstr buymenu.wep.3;vstr buymenu.wep.4;vstr buymenu.wep.5;vstr buymenu.wep.6;vstr buymenu.wep.7;vstr buymenu.wep.8;vstr buymenu.wep.9;vstr buymenu.wep.0;vstr buymenu.wep.gren;vstr buymenu.wep.mine"

set buymenu.wep.1 "echo ^6BUY 1: ^2Construction kit"
set buymenu.wep.1.exec "sell weapons; buy ackit; buy ckit;"

set buymenu.wep.2 "echo ^6BUY 2: ^2Rifle"
set buymenu.wep.2.exec "sell weapons; buy rifle;"

set buymenu.wep.3 "echo ^6BUY 3: ^2Shotgun"
set buymenu.wep.3.exec "sell weapons; buy shotgun;"

set buymenu.wep.4 "echo ^6BUY 4: ^2Lasgun"
set buymenu.wep.4.exec "sell weapons; buy lgun;"

set buymenu.wep.5 "echo ^6BUY 5: ^2Mass Driver"
set buymenu.wep.5.exec "sell weapons; buy mdriver;"

set buymenu.wep.6 "echo ^6BUY 6: ^2Pulse Rifle"
set buymenu.wep.6.exec "sell weapons; buy prifle;"

set buymenu.wep.7 "echo ^6BUY 7: ^2Chaingun"
set buymenu.wep.7.exec "sell weapons; buy chaingun;"

set buymenu.wep.8 "echo ^6BUY 8: ^2Lucifer Cannon"
set buymenu.wep.8.exec "sell weapons; buy lcannon;"

set buymenu.wep.9 "echo ^6BUY 9: ^2Flamethrower"
set buymenu.wep.9.exec "sell weapons; buy flamer;"

set buymenu.wep.0 "echo ^6BUY 0: ^2Painsaw"
set buymenu.wep.0.exec "sell weapons; buy psaw;"

set buymenu.wep.gren "echo ^6BUY -: ^2Grenade"
set buymenu.wep.gren.exec "buy gren;"

set buymenu.wep.mine "echo ^6BUY =: ^2Mine"
set buymenu.wep.mine.exec "buy min;"
These binds use buttons n and b. b is for armour, n is for weapon. After pressing each of them - menu appears which allows you to choose the required weapon with numbers.
B1 - armor + helmet (when possible)
B2 - armor + helmet + battery pack
B3 - armor + helmet + jetpack
B4 - battlesuite
N1 - CKit
N2 - Rifle
N3 - Shotgun
N4 - Lasgun
N5 - MassDriver
N6 - Pulse Rifle
N7 - Chaingun
N8 - Lucifer cannon
N9 - Flamethrower
N0 - Chainsaw
N- - grenade
N= - mine

Well, it's not the fastest way to buy stuff, but after you get used to it - it gets fast enough. For example my favorite combos are:
B1N3-= - shotgun + armor + grenade + mine
B2N5 - lasgun + armor + battery
B4N7 - chainsuit

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Spl@
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#3 Post by Spl@ » Tue Jul 12, 2011 10:50 pm

Nothing newbie-ish about that. It's fast, and sometimes you need that.

I have a set of binds using keypad keys for just that kind of thing… well, two sets, really: I have binds for joining teams, and they cause team-specific binding scripts to be executed.

All in all, rather useful :)
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#4 Post by Loki » Wed Jul 13, 2011 6:29 am

Lol, quarko your binds are bit chaosy.
//Shotty
bind 1 sell weapons;sell upgrades;buy helmet;buy larmour;buy shotgun
//Mass Driver
bind 2 sell weapons;sell upgrades;buy helmet;buy larmour;buy mdriver;buy battpack
//Psaw & Gren
bind 3 sell weapons;sell upgrades;buy helmet;buy larmour;buy psaw;buy gren
//Las Gun
bind 4 sell weapons;sell upgrades;buy helmet;buy larmour;buy lgun;buy battpack
//Lucifer Cannon
bind 5 sell weapons;sell upgrades;buy helmet;buy larmour;buy lcannon;buy battpack
//Chainsuit
bind 6 sell weapons;sell upgrades;buy bsuit;buy chaingun
//Conkit, Advconkit
bind 7 sell weapons;sell upgrades;buy ackit;buy ckit
bind v itemact gren;buy gren;say_team ^7Nade
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#5 Post by pmd » Wed Jul 13, 2011 7:44 am

bind 3 "sell weapons;sell upgrades;buy shotgun;buy larmour;buy helmet"
bind 4 "sell weapons;sell upgrades;buy lgun;buy larmour;buy helmet"
bind 5 "sell weapons;sell upgrades;buy prifle;buy larmour;buy helmet;buy battpack"
bind 6 "sell weapons;sell upgrades;buy chaingun;buy bsuit"
bind 7 "sell weapons;sell upgrades;buy lcannon;buy helmet;buy larmour;buy battpack"
bind 8 "sell weapons;sell upgrades;buy ackit;buy ckit"
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#6 Post by Nod_Nod_Nod » Wed Jul 13, 2011 4:24 pm

Quarko I tried but it isnt showing anything :P At first it worked, but then I placed command for weapons into autogen becouse Trem doesnt allow that long command and it stopped working.
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#7 Post by Iltavuo » Wed Jul 13, 2011 4:29 pm

Save them in some file, binds.cfg for example( inside the base folder ). Then in trem type /exec binds.cfg.

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#8 Post by Spl@ » Wed Jul 13, 2011 5:20 pm

I may as well post what I use…

I have team-join bindings which exec the relevant file:

Code: Select all

bind F9 "team aliens; exec aliens.cfg"
bind F10 "team humans; exec humans.cfg"
humans.cfg:

Code: Select all

bind 1 "echo ^2***^5Reactor selected^2***; build reactor"
bind 2 "echo ^2***^5Telenode selected^2***; build telenode"
bind 3 "echo ^2***^5MG Turret selected^2***; build mgturret"
bind 4 "echo ^2***^5Armory selected^2***; build arm"
bind 5 "echo ^2***^5MediStat selected^2***; build medistat"
bind 6 "echo ^2***^5Tesla selected^2***; build tesla"
bind 7 "echo ^2***^5DCC selected^2***; build dcc"
bind 8 "echo ^2***^5Repeater selected^2***; build repeater"
bind F5 "class rifle"
bind F6 "class ackit; class ckit"
bind m "itemact medkit"
bind l "itemtoggle blaster"
bind p "donate 200"
bind # "itemact gren; say_team ^2!![grenade]!!"
bind SEMICOLON "itemtoggle jetpack"
bind INS "sell weapons; sell larmour; sell helmet; sell battpack; sell jetpack; sell gren; buy rifle"
bind KP_END "sell weapons; buy rifle"
bind KP_DOWNARROW "sell weapons; buy psaw"
bind KP_PGDN "sell weapons; buy shotgun"
bind KP_LEFTARROW "sell weapons; buy lgun"
bind KP_5 "sell weapons; buy mdriver"
bind KP_RIGHTARROW "sell weapons; buy chaingun"
bind KP_HOME "sell weapons; buy prifle"
bind KP_UPARROW "sell weapons; buy flamer"
bind KP_PGUP "sell weapons; buy lcannon"
bind KP_INS "buy larmour"
bind KP_DEL "buy helmet"
bind KP_ENTER "buy larmour; buy helmet"
bind KP_PLUS "buy battpack"
bind KP_MINUS "buy jetpack"
bind KP_STAR "buy gren"
bind KP_SLASH "sell weapons; buy ackit; buy ckit"
bind DEL "itemact gren; say_team ^2!![grenade]!!"
bind AUX1 "itemact medkit"
bind AUX2 "+button6"
bind AUX6 "itemact gren; say_team ^2!![grenade]!!"
bind AUX7 "itemact gren; say_team ^2!![grenade]!!"
bind AUX8 "itemact gren; say_team ^2!![grenade]!!"
bind MOUSE3 "+button2"
(That bind duplication is needed for my mouse…)

aliens.cfg:

Code: Select all

bind 1 "echo ^2***^5Overmind selected^2***; build overmind"
bind 2 "echo ^2***^5Eggpod selected^2***; build eggpod"
bind 3 "echo ^2***^5Acib Tube selected^2***; build acid_tube"
bind 4 "echo ^2***^5Barricade selected^2***; build barricade"
bind 5 "echo ^2***^5Trapper selected^2***; build trapper"
bind 6 "echo ^2***^5Booster selected^2***; build booster"
bind 7 "echo ^2***^5Hive selected^2***; build hive"
bind 8 "echo ^2***^5Hovel selected^2***; build hovel"
bind F5 "class level0"
bind F6 "class builderupg; class builder"
bind KP_END "class level1"
bind KP_DOWNARROW "class level2"
bind KP_PGDN "class level3"
bind KP_LEFTARROW "class level1upg"
bind KP_5 "class level2upg"
bind KP_RIGHTARROW "class level3upg"
bind KP_HOME "class level4"
bind mouse3 "+button2"
bind \ "+movedown"
bind p "donate 3"
bind AUX1 "+button6"
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#9 Post by Iltavuo » Wed Jul 13, 2011 6:05 pm

guess I might as well post what I've too
note, that I only really use the building part, others are the default controls. Also, I didn't do the demokey.cfg
hbuild.cfg

Code: Select all

bind 1 "build mgturret"
bind 2 "build arm"
bind 3 "build medistat"
bind 4 "build telenode"
bind 5 "build dcc"
bind 6 "build tesla"
bind 7 "build repeater"
bind 8 "build reactor"

bind kp_end "sell weapons;buy psaw;itemact blaster;itemact psaw;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_downarrow "sell weapons;buy rifle;itemact rifle;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_pgdn "sell weapons;buy shotgun;itemact shotgun;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_leftarrow "sell weapons;buy lgun;itemact lgun;buy ammo;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_5 "sell weapons;buy chaingun;itemact chaingun;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_rightarrow "sell weapons;buy mdriver;itemact mdriver;buy ammo;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_home "sell weapons;buy prifle;itemact prifle;buy ammo;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_uparrow "sell weapons;buy flamer;itemact flamer;buy ammo;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_pgup "sell weapons;buy lcannon;itemact lcannon;buy ammo;bind MWHEELDOWN weapprev;bind MWHEELUP weapnext"
bind kp_ins "sell weapons;buy ackit;buy ckit;itemact ackit;itemact ckit"
bind kp_plus "buy gren"

bind rightarrow "sell weapons;sell upgrades;buy helmet;buy larmour"
bind leftarrow "sell upgrades;buy bsuit"
bind uparrow "sell bsuit;sell battpack;buy jetpack;buy helmet;buy larmour"
bind downarrow "sell bsuit;sell jetpack;buy battpack;buy helmet;buy larmour" 

bind . "itemact gren"
bind , "itemtoggle jetpack"
abuild.cfg

Code: Select all

bind 2 "build acid_tube"
bind 6 "build barricade"
bind 3 "build booster"
bind 1 "build eggpod"
bind 5 "build trapper"
bind 5 "build hive"
bind 7 "build hovel"
bind 8 "build overmind"

bind kp_end "class level0"
bind kp_downarrow "class level1"
bind kp_pgdn "class level1upg"
bind kp_leftarrow "class level2"
bind kp_5 "class level2upg"
bind kp_rightarrow "class level3"
bind kp_home "class level3upg"
bind kp_uparrow "class level4"
bind kp_ins "class builder;wait;wait;wait;wait;wait;class builderupg;"


demokey.cfg

Code: Select all

// ************************************************
// * Seismovision 3 - http://www.seismovision.net *
// ************************************************
// Quake 3 Arena (Own-Graphics.cfg)
// Modify at own risk!!


// Demo Controls:
// --------------
// Left Arrow -> Decrease Playback Speed by 0.1 below 1.0 and by halve above 1.0 (Minimum 0.0)
// Right Arrow -> Increase Playback Speed by 0.1 below 1.0 and doubles above 1.0 (Maximum 128.0)
// Up Arrow -> Normal Playback Speed (1.0)
// Down Arrow -> Freezes demo (pictures freezes, but demo continues at slow pace)
// Numpad 0 -> Quit Game
// Numpad 1 -> 3rd Person left pan
// Numpad 2 -> Toggle Timer
// Numpad 3 -> 3rd Person right pan
// NumPad 4 -> Restart Demo
// Numpad 5 -> Toggle Third-person mode
// Numpad 6 -> Take Sceenshot
// Numpad 7 -> Decrease in game Volume
// Numpad 8 -> Mute Volume
// Numpad 9 -> Increase in game Volume
// Numpad Minus (-) -> Display Score (where possible)
// Numpad Plus (+) -> Display Demo Control Help (where possible)
// Home -> Decrease 3rd Person Range
// End -> Increase 3rd Person Range

// Playback Controls
bind leftarrow "vstr seis_speed-"
bind rightarrow "vstr seis_speed+"
bind downarrow "vstr seis_speed_0.0"
bind uparrow "vstr seis_speed_1.0"
set seis_speed- "vstr seis_speed_0.9"
set seis_speed+ "vstr seis_speed_2.0"
set seis_speed_0.0 "set timescale 0.0001; cl_freezedemo 1; set seis_speed- vstr seis_speed_0.0; set seis_speed+ vstr seis_speed_0.1; echo ^2Timescale^7: ^30.0 (Paused);"
set seis_speed_0.1 "set timescale 0.1; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.0; set seis_speed+ vstr seis_speed_0.2; echo ^2Timescale^7: ^30.1;"
set seis_speed_0.2 "set timescale 0.2; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.1; set seis_speed+ vstr seis_speed_0.3; echo ^2Timescale^7: ^30.2;"
set seis_speed_0.3 "set timescale 0.3; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.2; set seis_speed+ vstr seis_speed_0.4; echo ^2Timescale^7: ^30.3;"
set seis_speed_0.4 "set timescale 0.4; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.3; set seis_speed+ vstr seis_speed_0.5; echo ^2Timescale^7: ^30.4;"
set seis_speed_0.5 "set timescale 0.5; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.4; set seis_speed+ vstr seis_speed_0.6; echo ^2Timescale^7: ^30.5;"
set seis_speed_0.6 "set timescale 0.6; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.5; set seis_speed+ vstr seis_speed_0.7; echo ^2Timescale^7: ^30.6;"
set seis_speed_0.7 "set timescale 0.7; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.6; set seis_speed+ vstr seis_speed_0.8; echo ^2Timescale^7: ^30.7;"
set seis_speed_0.8 "set timescale 0.8; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.7; set seis_speed+ vstr seis_speed_0.9; echo ^2Timescale^7: ^30.8;"
set seis_speed_0.9 "set timescale 0.9; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.8; set seis_speed+ vstr seis_speed_1.0; echo ^2Timescale^7: ^30.9;"
set seis_speed_1.0 "set timescale 1.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_0.9; set seis_speed+ vstr seis_speed_2.0; echo ^2Timescale^7: ^31.0 (Normal);"
set seis_speed_2.0 "set timescale 2.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_1.0; set seis_speed+ vstr seis_speed_4.0; echo ^2Timescale^7: ^32.0;"
set seis_speed_4.0 "set timescale 4.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_2.0; set seis_speed+ vstr seis_speed_8.0; echo ^2Timescale^7: ^34.0;"
set seis_speed_8.0 "set timescale 8.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_4.0; set seis_speed+ vstr seis_speed_16.0; echo ^2Timescale^7: ^38.0;"
set seis_speed_16.0 "set timescale 16.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_8.0; set seis_speed+ vstr seis_speed_32.0; echo ^2Timescale^7: ^316.0;"
set seis_speed_32.0 "set timescale 32.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_16.0; set seis_speed+ vstr seis_speed_64.0; echo ^2Timescale^7: ^332.0;"
set seis_speed_64.0 "set timescale 64.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_32.0; set seis_speed+ vstr seis_speed_128.0; echo ^2Timescale^7: ^364.0;"
set seis_speed_128.0 "set timescale 128.0; cl_freezedemo 0; set seis_speed- vstr seis_speed_64.0; set seis_speed+ vstr seis_speed_128.0; echo ^2Timescale^7: ^3128.0 (Maximum);"

// Quits Game
bind kp_ins "quit;"

// Show Scores (Where possible)
bind kp_minus "+scores"

// Restarts Demo
// bind kp_leftarrow "vstr seis_PlayCurrentDemo;"

// Takes Screenshot
bind kp_rightarrow "screenshot; echo ^2Nice ^2Sceenshot;"

// Displays Help
bind kp_plus "vstr seis_help;"

// Toggles Timer
set seis_timer_enable "cg_drawtimer 1; bind kp_downarrow vstr seis_timer_disable; echo ^1Timer ^1Enabled;"
set seis_timer_disable "cg_drawtimer 0; bind kp_downarrow vstr seis_timer_enable; echo ^1Timer ^1Disabled;"
bind kp_downarrow "vstr seis_timer_enable;"

// Toggles 3rd Person mode
set seis_third_disable "cg_thirdperson 0; echo ^1Third ^1Person ^1Mode ^1Disabled; bind kp_5 vstr seis_third_enable; bind kp_end echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!; bind kp_pgdn echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!; bind home echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!; bind end echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!;"
set seis_third_enable "cg_thirdperson 1; echo ^2Third ^2Person ^2Mode ^2Enabled; bind kp_5 vstr seis_third_disable; bind kp_end vstr seis_pl; bind kp_pgdn vstr seis_pr; bind home vstr seis_Range-; bind end vstr seis_Range+;"
bind kp_5 "vstr seis_third_enable"

// 3rd Person Panning
bind kp_end "echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!;"
bind kp_pgdn "echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!;"
set seis_pl "vstr seis_A350;"
set seis_pr "vstr seis_A_10;"
set seis_A__0 "cg_thirdpersonangle   0; set seis_pl vstr seis_A350; set seis_pr vstr seis_A_10"
set seis_A_10 "cg_thirdpersonangle  10; set seis_pl vstr seis_A__0; set seis_pr vstr seis_A_20"
set seis_A_20 "cg_thirdpersonangle  20; set seis_pl vstr seis_A_10; set seis_pr vstr seis_A_30"
set seis_A_30 "cg_thirdpersonangle  30; set seis_pl vstr seis_A_20; set seis_pr vstr seis_A_40"
set seis_A_40 "cg_thirdpersonangle  40; set seis_pl vstr seis_A_30; set seis_pr vstr seis_A_50"
set seis_A_50 "cg_thirdpersonangle  50; set seis_pl vstr seis_A_40; set seis_pr vstr seis_A_60"
set seis_A_60 "cg_thirdpersonangle  60; set seis_pl vstr seis_A_50; set seis_pr vstr seis_A_70"
set seis_A_70 "cg_thirdpersonangle  70; set seis_pl vstr seis_A_60; set seis_pr vstr seis_A_80"
set seis_A_80 "cg_thirdpersonangle  80; set seis_pl vstr seis_A_70; set seis_pr vstr seis_A_90"
set seis_A_90 "cg_thirdpersonangle  90; set seis_pl vstr seis_A_80; set seis_pr vstr seis_A100"
set seis_A100 "cg_thirdpersonangle 100; set seis_pl vstr seis_A_90; set seis_pr vstr seis_A110"
set seis_A110 "cg_thirdpersonangle 110; set seis_pl vstr seis_A100; set seis_pr vstr seis_A120"
set seis_A120 "cg_thirdpersonangle 120; set seis_pl vstr seis_A110; set seis_pr vstr seis_A130"
set seis_A130 "cg_thirdpersonangle 130; set seis_pl vstr seis_A120; set seis_pr vstr seis_A140"
set seis_A140 "cg_thirdpersonangle 140; set seis_pl vstr seis_A130; set seis_pr vstr seis_A150"
set seis_A150 "cg_thirdpersonangle 150; set seis_pl vstr seis_A140; set seis_pr vstr seis_A160"
set seis_A160 "cg_thirdpersonangle 160; set seis_pl vstr seis_A150; set seis_pr vstr seis_A170"
set seis_A170 "cg_thirdpersonangle 170; set seis_pl vstr seis_A160; set seis_pr vstr seis_A180"
set seis_A180 "cg_thirdpersonangle 180; set seis_pl vstr seis_A170; set seis_pr vstr seis_A190"
set seis_A190 "cg_thirdpersonangle 190; set seis_pl vstr seis_A180; set seis_pr vstr seis_A200"
set seis_A200 "cg_thirdpersonangle 200; set seis_pl vstr seis_A190; set seis_pr vstr seis_A210"
set seis_A210 "cg_thirdpersonangle 210; set seis_pl vstr seis_A200; set seis_pr vstr seis_A220"
set seis_A220 "cg_thirdpersonangle 220; set seis_pl vstr seis_A210; set seis_pr vstr seis_A230"
set seis_A230 "cg_thirdpersonangle 230; set seis_pl vstr seis_A220; set seis_pr vstr seis_A240"
set seis_A240 "cg_thirdpersonangle 240; set seis_pl vstr seis_A230; set seis_pr vstr seis_A250"
set seis_A250 "cg_thirdpersonangle 250; set seis_pl vstr seis_A240; set seis_pr vstr seis_A260"
set seis_A260 "cg_thirdpersonangle 260; set seis_pl vstr seis_A250; set seis_pr vstr seis_A270"
set seis_A270 "cg_thirdpersonangle 270; set seis_pl vstr seis_A260; set seis_pr vstr seis_A280"
set seis_A280 "cg_thirdpersonangle 280; set seis_pl vstr seis_A270; set seis_pr vstr seis_A290"
set seis_A290 "cg_thirdpersonangle 290; set seis_pl vstr seis_A280; set seis_pr vstr seis_A300"
set seis_A300 "cg_thirdpersonangle 300; set seis_pl vstr seis_A290; set seis_pr vstr seis_A310"
set seis_A310 "cg_thirdpersonangle 310; set seis_pl vstr seis_A300; set seis_pr vstr seis_A320"
set seis_A320 "cg_thirdpersonangle 320; set seis_pl vstr seis_A310; set seis_pr vstr seis_A330"
set seis_A330 "cg_thirdpersonangle 330; set seis_pl vstr seis_A320; set seis_pr vstr seis_A340"
set seis_A340 "cg_thirdpersonangle 340; set seis_pl vstr seis_A330; set seis_pr vstr seis_A350"
set seis_A350 "cg_thirdpersonangle 350; set seis_pl vstr seis_A340; set seis_pr vstr seis_A__0"

// 3rd Person Range
bind home "echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!;"
bind end "echo ^1First ^1Enable ^13rd ^1Person ^1Mode ^3(^7Press Numpad 5^3)^1!;"
set seis_Range- "vstr seis_R_40"
set seis_Range+ "vstr seis_R_60"
set seis_R_20 "cg_thirdpersonrange  20; set seis_Range- echo ^3Closest ^3Range; set seis_Range+ vstr seis_R_40"
set seis_R_40 "cg_thirdpersonrange  30; set seis_Range- vstr seis_R_20; set seis_Range+ vstr seis_R_60"
set seis_R_60 "cg_thirdpersonrange  40; set seis_Range- vstr seis_R_40; set seis_Range+ vstr seis_R_80"
set seis_R_80 "cg_thirdpersonrange  60; set seis_Range- vstr seis_R_40; set seis_Range+ vstr seis_R100"
set seis_R100 "cg_thirdpersonrange  80; set seis_Range- vstr seis_R_60; set seis_Range+ vstr seis_R120"
set seis_R120 "cg_thirdpersonrange 100; set seis_Range- vstr seis_R_80; set seis_Range+ vstr seis_R140"
set seis_R140 "cg_thirdpersonrange 120; set seis_Range- vstr seis_R100; set seis_Range+ vstr seis_R160"
set seis_R160 "cg_thirdpersonrange 140; set seis_Range- vstr seis_R120; set seis_Range+ vstr seis_R180"
set seis_R180 "cg_thirdpersonrange 160; set seis_Range- vstr seis_R140; set seis_Range+ vstr seis_R200"
set seis_R200 "cg_thirdpersonrange 180; set seis_Range- vstr seis_R160; set seis_Range+ echo ^3Furthest ^3Range"

// Volume Bind
bind kp_pgup "vstr seis_vol+"
bind kp_home "vstr seis_vol-"
bind kp_uparrow "set s_volume 0.0; set seis_vol- vstr seis_vol+-; set seis_vol+ vstr seis_vol01;  echo ^2Sound ^2Volume ^4|^1^7**********^4| (Muted);"
set seis_vol- "vstr seis_vol03;"
set seis_vol+ "vstr seis_vol05;"
set seis_vol+- "set s_volume 0.0; set seis_vol- vstr seis_vol+-; set seis_vol+ vstr seis_vol01; echo ^2Sound ^2Volume ^4|^1^7**********^4| (Muted);"
set seis_vol01 "set s_volume 0.2; set seis_vol- vstr seis_vol+-; set seis_vol+ vstr seis_vol02; echo ^2Sound ^2Volume ^4|^1*^7*********^4|;"
set seis_vol02 "set s_volume 0.4; set seis_vol- vstr seis_vol01; set seis_vol+ vstr seis_vol03; echo ^2Sound ^2Volume ^4|^1**^7********^4|;"
set seis_vol03 "set s_volume 0.6; set seis_vol- vstr seis_vol02; set seis_vol+ vstr seis_vol04; echo ^2Sound ^2Volume ^4|^1***^7*******^4|;"
set seis_vol04 "set s_volume 0.8; set seis_vol- vstr seis_vol03; set seis_vol+ vstr seis_vol05; echo ^2Sound ^2Volume ^4|^1****^7******^4| (Default);"
set seis_vol05 "set s_volume 1.0; set seis_vol- vstr seis_vol04; set seis_vol+ vstr seis_vol06; echo ^2Sound ^2Volume ^4|^1*****^7*****^4|;"
set seis_vol06 "set s_volume 1.2; set seis_vol- vstr seis_vol05; set seis_vol+ vstr seis_vol07; echo ^2Sound ^2Volume ^4|^1******^7****^4|;"
set seis_vol07 "set s_volume 1.4; set seis_vol- vstr seis_vol06; set seis_vol+ vstr seis_vol08; echo ^2Sound ^2Volume ^4|^1*******^7***^4|;"
set seis_vol08 "set s_volume 1.6; set seis_vol- vstr seis_vol07; set seis_vol+ vstr seis_vol09; echo ^2Sound ^2Volume ^4|^1********^7**^4|;"
set seis_vol09 "set s_volume 1.8; set seis_vol- vstr seis_vol08; set seis_vol+ vstr seis_vol10; echo ^2Sound ^2Volume ^4|^1*********^7*^4|;"
set seis_vol10 "set s_volume 2.0; set seis_vol- vstr seis_vol09; set seis_vol+ vstr seis_vol10; echo ^2Sound ^2Volume ^4|^1**********^7^4|;"

//set seis_Help "echo  ;echo ^3Seismovision ^32 ^3Demo; echo -------------------; echo Left ^3Arrow ^1-> Decrease Playback Speed by 0.1 below 1.0 and by 1 above 1.0 (Minimum 0.0); echo Right ^3Arrow ^1-> Increase Playback Speed by 0.1 below 1.0 and doubles above 1.0 (Maximum 128.0); echo Up ^3Arrow ^1-> Normal Playback Speed (1.0); echo Down ^3Arrow ^1-> Freezes demo (pictures freezes, but demo continues at slow pace); echo ^3Numpad 0 ^1-> Quit Game; echo ^3Numpad 1 ^1-> 3rd Person left pan; echo ^3Numpad 2 ^1-> Toggle Timer; echo ^3Numpad 3 ^1-> 3rd Person right pan; echo ^3Numpad 4 ^1-> Restart Demo; echo ^3Numpad 5 ^1-> Third-person mode toggle; echo ^3Numpad 6 ^1-> Take Sceenshot; echo ^3Numpad 7 ^1-> Decrease Sound Volume; echo ^3Numpad 8 ^1-> Mute Sound; echo ^3Numpad 9 ^1-> Increase Sound Volume; vstr seis_help_2;"
set seis_Help "echo  ;echo ^3Seismovision ^32 ^3Demo; echo -------------------; echo Left ^3Arrow ^1-> Decrease Playback Speed by 0.1 below 1.0 and by 1 above 1.0 &#40;Minimum 0.0&#41;; echo Right ^3Arrow ^1-> Increase Playback Speed by 0.1 below 1.0 and doubles above 1.0 &#40;Maximum 128.0&#41;; echo Up ^3Arrow ^1-> Normal Playback Speed &#40;1.0&#41;; echo Down ^3Arrow ^1-> Freezes demo &#40;pictures freezes, but demo continues at slow pace&#41;; echo ^3Numpad 0 ^1-> Quit Game; echo ^3Numpad 1 ^1-> 3rd Person left pan; echo ^3Numpad 2 ^1-> Toggle Timer; echo ^3Numpad 3 ^1-> 3rd Person right pan; echo ^3Numpad 4 ^1-> <Unbound>; echo ^3Numpad 5 ^1-> Third-person mode toggle; echo ^3Numpad 6 ^1-> Take Sceenshot; echo ^3Numpad 7 ^1-> Decrease Sound Volume; echo ^3Numpad 8 ^1-> Mute Sound; echo ^3Numpad 9 ^1-> Increase Sound Volume; vstr seis_help_2;"

set seis_Help_2 "echo ^3Numpad Minus &#40;-&#41; ^1-> Display Scores &#40;where possible&#41;; echo ^3Numpad Plus &#40;+&#41; ^1-> Displays Demo Control Help &#40;where possible&#41;; echo ^3Home ^1-> Increase 3rd Person Range; echo ^3End ^1-> Decrease 3rd Person Range; echo ^3F7 ^1-> Play Selected demo &#40;playlist only&#41;; echo ^3F6 ^1-> Next demo &#40;playlist only&#41;; echo ^3F5 ^1-> Previous demo &#40;in playlist only&#41;; echo ^1Note^3&#58; Use PageUp and PageDown to scroll up and down in the console; echo  ;"

// Kevin 'OomJan' Gardthausen

Loki
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#10 Post by Loki » Thu Jul 14, 2011 6:38 am

Wouldn't be better
/bind <key> "team humans;class rifle;exec human.cfg"
/bind <key> "team humans;class ckit;exec ckit.cfg"
/bind <key> "team aliens;class level0;exec alien.cfg"
/bind <key> "team aliens;class builder;exec granger.cfg"

//granger.cfg
/bind <key> "build eggpod" and stuff

//ckit.cfg
/bind <key> "build mgturret" and stuff

//alien.cfg
/bind <key> "class level0",1,1upg,2,2upg,3,3upg,4,4

//human.cfg
/bind <key> "buy..." equipment and weapons

btw iltavuo are you sure that democonfig works on tremulous with all commands? Because I heard that devs removed some cmds in 1.2 gpp and forbided.
Blazer wrote:Build a second reactor!
Blizz wrote:No is untrue.
Loki wrote:btw im a huge faggot plz rape my face

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Iltavuo
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#11 Post by Iltavuo » Thu Jul 14, 2011 8:37 am

Pretty much all of it worked in 1.1, I've not really watched my demos in ages but I assume most of it works in 1.2 too.

Loki
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#12 Post by Loki » Thu Jul 14, 2011 3:04 pm

All worked in 1.1 devmapped map, tried it today...
Blazer wrote:Build a second reactor!
Blizz wrote:No is untrue.
Loki wrote:btw im a huge faggot plz rape my face

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Redman
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#13 Post by Redman » Mon Jul 18, 2011 1:24 pm

My unfinished script for quickmenu (buying, spawning and building):

Code: Select all

//  r_builder.cfg
// provides quick-menu

//settings

set qms_mainbind 1
set qms_opencmd  "play sound/misc/menu1.wav
set qms_closecmd "play sound/misc/menu3.wav"
set qms_navcmd   "play sound/misc/menu2.wav"

//initialization

unalias qm_set
unalias qm_bind
unalias qm_prev
unalias qm_null
unalias qm_backup
unalias qm_restore
unalias qm_exit
unalias qm__maina
unalias qm__builda
unalias qm__builda1
unalias qm__builda2
unalias qm__builda3
unalias qm__builda4

ci_rem qm
ci_add 2 qm qm_gui0 0 220 13 0
ci_add 2 qm qm_gui1 0 233 10 0
ci_add 2 qm qm_gui2 0 243 10 0
ci_add 2 qm qm_gui3 0 253 10 0
ci_add 2 qm qm_gui4 0 263 10 0
ci_add 1 qm "^3&#91;5&#93; Previous" 0 273 10 0
ci_add 1 qm "^3&#91;6&#93; Close" 0 283 10 0
ci_hide qm
bind \$qms_mainbind\ qm__main

//if2 \$qm_init\ = 0 "stradds EV_disconnect \"qm_exit; ci_rem qm;\";"

//utility functions

alias qm_null ""

alias qm_spawn "if2 \$$p_class\ = 0 \"class \$$cmdargv_1\;\" \"echo You are alive.\";"
alias qm_evolve "if2 \$$p_class\ != 0 \"class \$$cmdargv_1\;\" \"echo You are dead.\";"
alias qm_evolve_next "gu nextclass tmp \$$p_class\; strcmp \$$tmp\ != null \"class \$$$tmp\;\" \"echo No next class available for you.\";"
alias qm_evolve_upg "gu upgclass tmp \$$p_class\; strcmp \$$tmp\ != null \"class \$$$tmp\;\" \"echo No upgrade class available for you.\";"

alias qm_buywep "sell weapons; buy \$$cmdargv_1\;"
alias qm_sellarm "math tmp1 = \$$p_stat1\ & 2; math tmp2 = \$$p_stat1\ & 4; math tmp3 = \$$p_stat1\ & 64; if2 \$$tmp1\ != 0 \"sell larmour\"; if2 \$$tmp2\ != 0 \"sell helmet\"; if2 \$$tmp3\ != 0 \"sell bsuit\";" 
alias qm_sellpack "math tmp1 = \$$p_stat1\ & 16; math tmp2 = \$$p_stat1\ & 32; if2 \$$tmp1\ != 0 \"sell battpack\"; if2 \$$tmp2\ != 0 \"sell jetpack\";"
alias qm_sellnades "math tmp1 = \$$p_stat1\ & 128; math tmp2 = \$$p_stat1\ & 256; math tmp3 = \$$p_stat1\ & 512; if2 \$$tmp1\ != 0 \"sell gren\"; if2 \$$tmp2\ != 0 \"sell min\"; if2 \$$tmp3\ != 0 \"sell fla\";"
alias qm_sellbs "math tmp = \$$p_stat1\ & 64; if2 \$$tmp\ != 0 \"sell bsuit\";"
alias qm_sellaw "qm_sellarm; qm_sellpack; sell weapons"

alias qm_backup "vstr qms_opencmd; bindget qm_key1 1; bindget qm_key2 2; bindget qm_key3 3; bindget qm_key4 4; bindget qm_key5 5; bindget qm_key6 6; bindget qm_key5 7; bindget qm_key5 8"
alias qm_restore "vstr qms_closecmd; bindset 1 qm_key1; bindset 2 qm_key2; bindset 3 qm_key3; bindset 4 qm_key4; bindset 5 qm_key5; bindset 6 qm_key6; bindset 7 qm_key7; bindset 8 qm_key8"
alias qm_exit "ci_hide qm; qm_restore"
alias qm_getcol "if2 \$$cl_team\ = 0 \"set qm_col 3\" \"if2 \$$cl_team\ = 1 \\"set qm_col 1\\" \\"set qm_col 5\\";\";"

alias qm__main_g "if2 \$$cl_team\ = 0 qm__mains \"if2 \$$cl_team\ = 1 qm__maina qm__mainh\";"
alias qm__main "qm_backup; ci_show qm; qm__main_g; bind 6 qm_exit"

//binding / displaying shortcuts

alias qm_set "qm_getcol; cprintf \"set qm_gui0 \\"^%i%s\\"; set qm_gui1 \\"^%i&#91;1&#93;^7 %s\\"; set qm_gui2 \\"^%i&#91;2&#93;^7 %s\\"; set qm_gui3 \\"^%i&#91;3&#93;^7 %s\\"; set qm_gui4 \\"^%i&#91;4&#93;^7 %s\\";\" qm_col cmdargv_1 qm_col cmdargv_2 qm_col cmdargv_3 qm_col cmdargv_4 qm_col cmdargv_5; if2 \$$cmdargc\ = 5 \"set qm_gui4 \\"\\";\"; if2 \$$cmdargc\ = 4 \"set qm_gui4 \\"\\"; set qm_gui3 \\"\\";\"; if2 \$$cmdargc\ = 3 \"set qm_gui4 \\"\\"; set qm_gui3 \\"\\"; set qm_gui2 \\"\\";\"; "
alias qm_bind "cprintf \"bind 1 \\"%s\\"; bind 2 \\"%s\\"; bind 3 \\"%s\\"; bind 4 \\"%s\\";\" cmdargv_1 cmdargv_2 cmdargv_3 cmdargv_4; if2 \$$cmdargc\ = 4 \"unbind 4\"; if2 \$$cmdargc\ = 3 \"unbind 4; unbind 3\"; if2 \$$cmdargc\ = 2 \"unbind 4; unbind 3; unbind 2\"; "
alias qm_prev "cprintf \"bind 5 \\"%s\\";\" cmdargv_1"

// ===== SPECTATORS =====

alias qm__mains_follow "cprintf \"follow \\"%s\\";\" ui_sayBuffer"
alias qm__mains "qm_set \"Spectator menu\" \"Join aliens\" \"Join humans\" \"Follow player\"; qm_bind \"team aliens\" \"team humans\" \"qm_exit; prompt qm__mains_follow Player&#58;\"; qm_prev qm_exit"

// ===== ALIENS =====

alias qm__maina "qm_set \"Alien menu\" Spawn Evolve Build \"Change team\"; qm_bind qm__spawna qm__evolve qm__builda qm__change;a qm_prev qm_exit"

alias qm__spawna "qm_set Spawn Dretch Granger \"Adv. Granger\"; qm_bind \"qm_spawn level0\" \"qm_spawn builder\" \"qm_spawn builderupg\"; qm_prev qm__maina"

alias qm__evolve "qm_set Evolve \"S1 aliens\" \"S2/S3 aliens\" Builders Other; qm_bind qm__evolve1 qm__evolve2 qm__evolve3 qm__evolve4; qm_prev qm__maina"
alias qm__evolve1 "qm_set \"S1 aliens\" Dretch Basilisk Marauder Dragoon; qm_bind \"qm_evolve level0\" \"qm_evolve level1\" \"qm_evolve level2\" \"qm_evolve level3\"; qm_prev qm__evolve"
alias qm__evolve2 "qm_set \"S2/S3 aliens\" \"Adv. Basi\" \"Adv. Mara\" \"Adv. Goon\" Tyrant; qm_bind \"qm_evolve level1upg\" \"qm_evolve level2upg\" \"qm_evolve level3upg\" \"qm_evolve level4\";" qm_prev qm__evolve"
alias qm__evolve3 "qm_set Builders Granger \"Adv. Granger\"; qm_bind \"qm_evolve builder\" \"qm_evolve builderupg\"; qm_prev qm__evolve"
alias qm__evolve4 "qm_set Other Next Upgrade; qm_bind qm_evolve_next qm_evolve_upg; qm_prev qm__evolve"

alias qm__builda "qm_set Build Main Defence \"FS I\" \"FS II\"; qm_bind qm__builda1 qm__builda2 qm__builda3 qm__builda4; qm_prev qm__maina"
alias qm__builda1 "qm_set Main Overmind Egg Booster Hovel; qm_bind \"build overmind\" \"build eggpod\" \"build booster\" \"build hovel\"; qm_prev qm__builda"
alias qm__builda2 "qm_set Defence \"Acid tube\" Hive Trapper Barricade; qm_bind \"build acid_tube\" \"build hive\" \"build trapper\" \"build barricade\"; qm_prev qm__builda"
alias qm__builda3 "qm_set \"FS I\" Rock Bridge Bamboo Brick; qm_bind \"build rock\" \"build bridge\" \"build bamboo\" \"build abrick\"; qm_prev qm__builda"
alias qm__builda4 "qm_set \"FS II\" Tree Grass Jumppad Bush; qm_bind \"build tree\" \"build grass\" \"build jumppad\" \"build bush\"; qm_prev qm__builda"

alias qm__changea "qm_set \"Change team\" Humans Spectators; qm_bind \"team humans\" \"team spectate\"; qm_prev qm__maina"

// ===== HUMANS =====

alias qm__mainh "qm_set \"Human menu\" Spawn Equipment Build \"Change team\"; qm_bind qm__spawnh qm__equipment qm__buildh qm__changeh; qm_prev qm_exit"

alias qm__spawnh "qm_set Spawn Rifle CKit \"Adv. CKit\"; qm_bind \"qm_spawn rifle\" \"qm_spawn ckit\" \"qm_spawn ackit\"; qm_prev qm__mainh"
alias qm__equipment "qm_set Equipment Weapons Armour Backpacks Grenades; qm_bind qm__equipment1 qm__equipment2 qm__equipment3 qm__equipment4; qm_prev qm__mainh"
alias qm__equipment1 "qm_set \"Weapons &#40;1/4&#41;\" None Rifle Shotgun Next; qm_bind \"sell weapons\" \"qm_buywep rifle\" \"qm_buywep shotgun\ qm__equipment1b; qm_prev equipment;"
alias qm__equipment1b "qm_set \"Weapons &#40;2/4&#41;\" Chaingun \"Lucifer Cannon\" \"Mass Driver\" Next; qm_bind \"qm_buywep chaingun\" \"qm_buywep lcannon\" \"qm_buywep mdriver\ qm__equipment1c; qm_prev equipment;"
alias qm__equipment1c "qm_set \"Weapons &#40;3/4&#41;\" Lasgun \"Pulse Rifle\" \"Pain Saw\" Next; qm_bind \"qm_buywep lgun\" \"qm_buywep prifle\" \"qm_buywep psaw\ qm__equipment1d; qm_prev equipment;"
alias qm__equipment1d "qm_set \"Weapons &#40;4/4&#41;\" Flamer Next; qm_bind \"qm_buywep flamer\" qm__equipment1; qm_prev equipment;"
alias qm__equipment2 "qm_set \"Armour\" None \"Light armour\" \"LA + Helmet\" \"Battlesuit\"; qm_bind qm_sellarm \"qm_sellarm; buy larmour\" \"qm_sellarm; buy larmour; buy helmet\" \"qm_sellarm; buy bsuit\"; qm_prev qm__equipment"
alias qm__equipment3 "qm_set \"Backpacks\" None Batterypack Jetpack; qm_bind qm_sellpacks \"qm_sellpacks; qm_sellbs; buy battpack\" \"qm_sellpacks; qm_sellbs; buy jetpack\"; qm_prev qm__equipment"
alias qm__equipment4 "qm_set \"Grenades\" None Grenade Mine Flare; qm_bind qm_sellnades \"qm_sellnades; buy gren\" \"qm_sellnades; buy mine\" \"qm_sellnades; buy fla\"; qm_prev qm__equipment"

set qm_init 1
Should work with recent redfusion versions.

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Quarko
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#14 Post by Quarko » Mon Jul 18, 2011 2:41 pm

A bit of offtop discussion:

Redman, in your Redfusion description you are telling that Redfusion is not a hack because the info it uses is avialable to all clients.
Here are some situation to explain to you how moronish your claims are:

1) You walk on market and see some granny selling apples on the stand. Anyone can take an apple and run away - granny cant run fast. Now, you steal the apple and then go and tell everyone about how cool and easy it is to steal apples from the granny. Sure, you did the stuff that ANYONE can do - meaning you are a good guy.
2) You find an old abandoned website which still has some occasional visitors to download some useful stuff there. You notice that the website is a subject to a basic SQL injection through HTTP GET parameters. ANYONE can write a basic SQL query and modify the page completely. So, you create a program based on that security hole allowing everyone to make any change to the website they want using a pretty interface. So any noob can click "Delete all files" button and drop website database. But indeed, you are not a bad person, you simply made a tool for the SQL injection EVERYONE can use.

That is why I wholeheartedly despise you.

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Redman
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Location: Walbrzych, Poland

#15 Post by Redman » Tue Jul 19, 2011 11:51 am

It seems that you don't understand what configstrings and what Redfusion does. Let me explain:

1) Configstrings is public data that can be accessed by every connected player.
2) Configstrings have been available all the time (they're important part of Quake 3 engine), even before Redfusion was written.
3) The only thing Redfusion does with configstrings is pasting them to cvars.

Accessing configstrings is simple even for uber-noobs. It can be done in two ways (available in every quake3 engine based game):

1) /configstrings command - list of all configstrings
2) /developer 1 - shows incoming server commands ("cs" commands are configstring updates).

If you hate ability to read configstrings so much why won't you just block it?

Here are fragments of client/cl_cgame.c

Code: Select all

void CL_UpdateGSVars &#40;int cs, const char *str&#41;
&#123;
 if &#40;cs==CS_VOTE_STRING&#41;
  Cvar_Set&#40;"gs_vote",str&#41;;
 else if &#40;cs==CS_VOTE_TIME&#41;
  Cvar_Set&#40;"gs_voteTime",str&#41;;

Code: Select all

 else if &#40;cs==CS_STAGES&#41;
 &#123;
  int as,hs,akills,hkills,atresh,htresh;
  sscanf&#40;str,"%i %i %i %i %i %i", &as, &hs, &akills, &hkills, &atresh, &htresh&#41;;
  Cvar_SetValue&#40;"gs_as",as&#41;;
  Cvar_SetValue&#40;"gs_hs",hs&#41;;
  Cvar_SetValue&#40;"gs_akills",akills&#41;;
  Cvar_SetValue&#40;"gs_hkills",hkills&#41;;
  Cvar_SetValue&#40;"gs_ast",atresh&#41;;
  Cvar_SetValue&#40;"gs_hst",htresh&#41;;
 &#125;

Code: Select all

qboolean CL_GetServerCommand&#40; int serverCommandNumber &#41; &#123;

Code: Select all

if &#40; !strcmp&#40; cmd, "cs" &#41; &#41; &#123;
		CL_ConfigstringModified&#40;&#41;;
		// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString&#40;&#41;
		Cmd_TokenizeString&#40; s &#41;;
		CL_UpdateGSVars&#40;atoi&#40;Cmd_Argv&#40;1&#41;&#41;,Cmd_Argv&#40;2&#41;&#41;;
		return qtrue;
	&#125;
I don't see any hacks here, do you?

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