class script + custom scope

Discuss our favorite gametype.
Kerafym
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Re: class script + custom scope

Post by Kerafym »

Sakke wrote:
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Click and exit!
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quit
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A nub is In Ur Forum

Re: class script + custom scope

Post 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.

Darth_Wayne
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Re: class script + custom scope

Post by Darth_Wayne »

F1-F6 for classes, "/" to cycle through maps, "," for O and "." for D.

Win.
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Max Rambone
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Re: class script + custom scope

Post 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
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Turky
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Re: class script + custom scope

Post 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.
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ozzeh
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Re: class script + custom scope

Post by ozzeh »

changed to zip....



gotta figure out a way to detect the classes for the map automatically and make a mini mod...
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tens0r
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Re: class script + custom scope

Post by tens0r »

You all obviously have no idea how to yews your F keys.

F1 - vote yes
F2 - vote no
F3 - readyup
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Turky
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Re: class script + custom scope

Post by Turky »

there is no readyup in jk3
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tens0r
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Re: class script + custom scope

Post by tens0r »

Turky wrote:there is no readyup in jk3
That's what you think.
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Turky
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Re: class script + custom scope

Post by Turky »

Darth_Wayne wrote:F1-F6 for classes

Win.
hehe
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