Does anyone know what impulses are used in the mission packs for the new weapons like the lava nails? Or how it works. I know by pressing the nail gun key twice, it will bring up the lava nail gun but I'm not sure how it works. I'm trying to make a config so I can get to the new weapons with a quick weapon bind. I'm using Canadian Snipers great dual weapons config as a basis. Does anyone know how this works or what impulses are used. Thanks.
I tried binding x "impulse 4; impulse 4" and bind x "impulse 4; impulse 10" but neither of those seem to work. I think the enter key needs to be pressed between each one for it to work. The console only seems to carry out the last impulse command used. How does binding a key so it has two different functions when pressed once or twice work? I'd really appreciate any help. Thanks again for anyone who can help.
I guess the main question in a much simpler form is How do I bind a key to toggle between two weapons like in the mission packs? How is it done?
-Legend
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Mission pack and mod new weapon impulses and bindings
Last edited by Legend; 01-28-2007, 02:15 PM.Tags: None
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Changed Hipnotic source, here
impulse 227 now selects prox grenades
The command "temp1 1" will double monsters' health, useful for coop or to add a challenge!
To use it, you should probably make a new folder in the quake directory called hipmod. Unzip the file and put the progs.dat file into there, as well as your config files. When you run your quake client, you will need to use both commands -hipnotic and -game hipmod. My joequake command line looks like this:
joequake-gl.exe -bpp 32 -width 1280 -height 960 -hipnotic -game hipmod
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Thanks, but that is actually the first way I tried to do it. The only difference was the alias names. It works for using the prox bmb as the secondary weapon bound to the mouse2 button, but when used as the primary weapon it doesn't switch back correctly. It switches back to the regular grenade launcher instead. I know it's not really a big deal because the prox bomb would not likely be selected as a primary weapon, but in case someone wanted to do that, it doesn't work right. It seems as though one of the impulse 6 commands is not carried out. I've even tried adding an extra one to the tail end of the snip66 alias but it still doesn't work.
-Legend
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try adding these lines in then. This might screw things up if you don't have the proximity bomb yet but hey, it's only a config script
and make the changes in this config:Code:alias w66 "bind MOUSE2 +weapon66; echo DualWeapon-PB" alias +weapon66 "impulse 6;wait;wait;impulse 6;+attack" alias -weapon66 "-attack;gsnip" alias snip66 "impulse 6;wait;wait;impulse 6; alias gsnip "impulse 6;wait;wait;impulse 6""
give that a shot.Code:alias mouseweapon "wm1"; alias wm1 "snip1; alias mouseweapon wm2; alias rmouseweapon rwm66"; alias wm2 "snip2; alias mouseweapon wm3; alias rmouseweapon rwm1"; alias wm3 "snip3; alias mouseweapon wm4; alias rmouseweapon rwm2"; alias wm4 "snip4; alias mouseweapon wm5; alias rmouseweapon rwm3"; alias wm5 "snip5; alias mouseweapon wm6; alias rmouseweapon rwm4"; alias wm6 "snip6; alias mouseweapon wm7; alias rmouseweapon rwm5"; alias wm7 "snip7; alias mouseweapon wm8; alias rmouseweapon rwm6"; alias wm8 "snip8; alias mouseweapon wm66; alias rmouseweapon rwm7"; alias wm66 "snip66; alias mouseweapon wm1; alias rmouseweapon rwm8"; bind mwheelup "mouseweapon"; alias rmouseweapon "rwm1"; alias rwm1 "snip1; alias rmouseweapon rwm66; alias mouseweapon wm2"; alias rwm2 "snip2; alias rmouseweapon rwm1; alias mouseweapon wm3"; alias rwm3 "snip3; alias rmouseweapon rwm2; alias mouseweapon wm4"; alias rwm4 "snip4; alias rmouseweapon rwm3; alias mouseweapon wm5"; alias rwm5 "snip5; alias rmouseweapon rwm4; alias mouseweapon wm6"; alias rwm6 "snip6; alias rmouseweapon rwm5; alias mouseweapon wm7"; alias rwm7 "snip7; alias rmouseweapon rwm6; alias mouseweapon wm8"; alias rwm8 "snip8; alias rmouseweapon rwm7; alias mouseweapon wm66"; alias rwm66 "snip66; alias rmouseweapon rwm8; alias mouseweapon wm1"; bind mwheeldown "rmouseweapon";
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Impulse 6 is needed to be pressed twice for the proximity bomb in scourge of armagon. That's the only one needed. all other weapons have their own impulses assigned. Can you get it to change back correctly though in your dual weapon config. Because I've been trying. I've gotten close but still can't get it to swtich back to the prox. bomb when it is selected as the players primary weapon.
-Legend
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yea Spirit. That is doable, just a sketch. I'll script how that should work. Just tell me what impulses require double pressing to alt weapons.
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I tried that already. it doesn't work right with the dual weapons config. It won't switch back correctly when the prox. bomb is used as the primary weapon.Just use "impulse x;wait;impulse x" as an alias. Where is the problem with that?
-Legend
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here's a link.
www.ritual.com/scourge/files.html
there should also be something in the idgames archive too but I think it's just the same thing. Let me know when it's done if you can do it. Thanks.
-Legend
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Just use "impulse x;wait;impulse x" as an alias. Where is the problem with that?
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Is it a fairly easy thing to do? Like I said, I've never tried messing with the code before. What would I need to do that with besides the source code? Where would I look in the source code? Would it just be adding one extra line of code? Is there an easy how to guide somewhere?
-Legend
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Is that possible to fix the code to have direct impulses for some of the weapons? I only need it for the proximity bomb for the scourge of armagon mission pack. Is it something easy to do? I've never tried messing with the code myself. Is it something that would be easy to make for other people to use along with the config file?
-Legend
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