Binds
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02-18-2008, 05:57 PM
(This post was last modified: 02-18-2008 06:03 PM by inficio.)
Post: #1
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Binds
I think we need to talk about binds and make it more easily accessible for our guys to have some. I'm straying away from Xeno's as I think it has some weak areas/missing binds, and I think -z- is making a set which if based on his personal ones look pretty sweet, but they're not here yet. I don't mind posting it here in public cause we're unlikely to have any new ideas that no one else has had yet. :) Ideally I wish community wide all of us CTF'ers had at least consensus on what a good set of binds would include and what are superfluous.
inficio, proud to be a member of Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz since Jan 2008.
Anyway, depending on how your config is set up, it might be useful to unbind all your function keys and move the four most useful ones somewhere else. For instance, I have; bind HOME "vyes" bind END "vno" bind INS "menu_showteamselect" bind DEL "spec" I can type "ready" or "quit" in console when it's needed, and I have "screenshot" bound to an out of the way key. This leaves room for at least 12 binds, but they might not be the most ideal place for team messages. I stylistically really like Turner's messages, so that might be a good building block. I think essential commands are as follows; attacking, defending, waiting, moving (or similar.) Additionally a "base safe" and "base not safe." I think there needs to be a status to which the defenders reply base status. I think a defender saying he's on defense while in base can be taken to mean that base is safe, but it doesn't draw as much attention as a bind specifically saying so. An "Incoming" bind is needed to get defenders ready, but I'm unsure if it should be combined with your current position waypoint or without. Also, a "Help me" bind is useful as you can use it and then your attacking/defending binds to signify trouble. The on target waypoints for 'danger' and 'here' are god sent imo. With them we can paint the location of a sniper on our tower in facing world, or paint the location of where an enemy flag carrier was last seen or is hiding. I've put a "Danger - Enemy" and "Enemy Flag Carrier Here" bind in close proximity to my movements keys just cause they're so useful. Once we get done discussing this we can put up our .cfg of binds, keeping it simple. All you guys will have to do is change the keys they're bound to. |
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02-19-2008, 06:24 AM
Post: #2
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RE: Binds
Well, i'm up real early. :o I've added simple binds that say Top/Bottom/Left/Right. They should help on mikectf/runningman/facingworlds. I've put them in a mock movement style arrangement so as to make it easier to hit the right one. Just have to standardize that orientation is always looking from our base toward their's. That way the megah escape on mikectf becomes left, the nex right, and bottom(?) is the middle escape. One for middle is probably necessary too, as well as one for Their side/Our side.
inficio, proud to be a member of Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz since Jan 2008.
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02-19-2008, 11:25 AM
Post: #3
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RE: Binds
We could use Turner's binds and discuss changes to them as problems arise. I dunno if he has a "protecting flag carrier" bind, but that'd be extremely useful, in my opinion.
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02-19-2008, 01:08 PM
Post: #4
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RE: Binds
I'll release a beta of what I'm working with later this evening in a monolithic cfg for those interested.
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02-19-2008, 01:12 PM
(This post was last modified: 02-19-2008 01:12 PM by Turner.)
Post: #5
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RE: Binds
OK, by popular demand :icon_redface:
I'm thinking my bind style is pretty neat and concise. You get the point of the bind right away. The only problem is missing binds and/or binds that need tweaking. Here is what I have so far (though I'm working on adding more more complex participles, so that you can add single words while holding one button and tapping the bind), feel free to copy and paste into your own cfg, and modify. Post new ones here, and/or ideas for new ones. I'm thinking Inficio's idea for up/down/left/right is quite brilliant, and I do believe there may be a way to tack on a single word to any existing bind by use of holding down a single key. I will try to figure this out later today, as I am busy early today with other things. Code: bind f "say_team ^0ÿ^6Dropped ^7ÆÌÁÇ ^2HERE^0;g_waypointsprite_team_here_d" |
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02-19-2008, 03:06 PM
Post: #6
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RE: Binds
how important do you think health/armor/location values are? i think location data is needed, i know it's often not concise but it sometimes helps you zero on a waypoint. h/a i'm not sure about... on the one hand you can gauge how long you think your teammate will last, on the other they get in the way.
inficio, proud to be a member of Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz since Jan 2008.
i think we're all assuming weapon data is useless, right? |
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02-19-2008, 06:45 PM
Post: #7
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RE: Binds
Yeah there is no useful reason for weapons data to be there. I don't think health is all that useful either because it fluctuates so much between signals. I like the binds Turner posted up but am not sure how to put them into my config file. Any help is appreciated
CrazyDiamond9, proud to be a member of Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz since Jan 2008.
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02-19-2008, 07:13 PM
(This post was last modified: 02-19-2008 07:14 PM by inficio.)
Post: #8
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RE: Binds
1) copy and paste what he wrote in to a text file and save it to say, binds.cfg
inficio, proud to be a member of Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz since Jan 2008.
2) edit it to suit your keyboard layout 3) edit autoexec.cfg, adding the line "exec binds.cfg" (both files should be in your \nexuiz\data directory) |
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02-19-2008, 10:16 PM
Post: #9
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RE: Binds
OK... I found out many things to today, including how to modify existing binds to add additional information to it by holding a modifier key when you press the keybind. I am now working on figuring a way to quickly toggle to use one modifier key for several modifiers. This may involve keys binding over movement keys, which would help for directional modifiers. Additional code coming soon.
Turner the SightedI will be on the clanmatch server testing binds. {X} Community Member -V- Clan Member |
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02-20-2008, 01:33 AM
(This post was last modified: 02-20-2008 02:34 AM by -z-.)
Post: #10
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RE: Binds
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