[request] nade throw script for 1.11

User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

[request] nade throw script for 1.11

Post by S_hift »

I was wondering if there was a script that would give me a bit more control over throwing. The stock throw is a bit slow, but the stream one just constantly throws far.

But what about a script that gives you more control over both?


I was thinking more of something like this

hold throws a full throw stream
single tap to throw a weak one
double tap throws a full one


keybinds are prime real estate space. I don't have the space for another nade throw.


this is the thrower I currently use for 1.11 it does not remote eval spam the server.

Code: Select all

bindCommand(keyboard0, make, "lcontrol", TO, "Throw::GrenadeSwitch(1);");
bindCommand(keyboard0, break, "lcontrol", TO, "Throw::GrenadeSwitch(0);");
bindCommand(keyboard0, make, "1", TO, "Throw::MineSwitch(1);");
bindCommand(keyboard0, break, "1", TO, "Throw::MineSwitch(0);");
editActionMap("playMap.sae");

function Throw::GrenadeSwitch(%val) {
    $Throw::Grenade = %val;
    Throw::Grenades();
}

function Throw::Grenades() {
    if($Throw::Grenade) {
        throwRelease(Grenade);
        schedule("Throw::Grenades();", 0.1);
    }
}

function Throw::MineSwitch(%val) {
    $Throw::Mine = %val;
    Throw::Mines();
}

function Throw::Mines() {
    if($Throw::Mine) {
        throwRelease(Mine);
        schedule("Throw::Mines();", 0.1);
    }
}
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
User avatar
DaJ4ck3L
Crow{OZ}
Posts: 3375
Joined: Thu Jul 22, 2010 11:51 pm
Contact:

Re: [request] nade throw script for 1.11

Post by DaJ4ck3L »

In 1.11 I had a script that had let me use a slider to control how far nade went. it was cool.
Image
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: [request] nade throw script for 1.11

Post by S_hift »

gfg. I'm using left ctrl for full and win button for normal throw. the win button doesn't put me into desktop like I thought it would. Must be one of the many perks of using software mode.


Pros
- No invisi fags
- hotkeys for windows become blank keys
- higher more consistent/ steadier fps
- edges are more refined/ sharper and pixels are more defined making lining up turrets more accurate.
- Map appears almost instantly after round transition.

Cons
- Client crashes tend to be more frequent in predictable circumstances. (flag crash ect)
- Terrain has a minor distortion effect.
- more pixelation graphics aren't as pretty. Can't use 32 bit explosion textures.
- no radar hud
- maps with too many textures/object combinations tend to lag the client
- limited transparency of certain objects (force fields explosions ect)



In my comparison the cons are greater simply because they limit user functionality in critical areas of gameplay.


If you guys have any old computer parts feel free to clean and send them my way so I can put together something more decent to run openGL games.

hell, if you send me a VGA cable I will be able to just install my cards software via onboard graphics. Then I can mount my new card and get back on the 1.40 bandwagon. I honestly would love to again.
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: [request] nade throw script for 1.11

Post by perrinoia »

I gave your script a quick trim.

Code: Select all

bindCommand(keyboard0, make, "lcontrol", TO, "$Throw::Grenade = 1; Throw::Grenades();");
bindCommand(keyboard0, break, "lcontrol", TO, "$Throw::Grenade = 0;");
bindCommand(keyboard0, make, "1", TO, "$Throw::Mine = 1; Throw::Mines();");
bindCommand(keyboard0, break, "1", TO, "$Throw::Mine = 0;");
editActionMap("playMap.sae");

function Throw::Grenades()
{
    throwRelease(Grenade);
    schedule(" if($Throw::Grenade) Throw::Grenades();", 0.1);
}

function Throw::Mines()
{
    throwRelease(Mine);
    schedule("if($Throw::Mine) Throw::Mines();", 0.1);
}
Since you use left control for grenades and 1 for mines, I imagine your keybinds are extremely customized, and all over the place.

I think it might be better to use g and m like regular, but then have a modifier key, like shift, alt, or control, make it dump all of your grenades or mines, at whatever throw strength you've built up, by holding down the regular key.

What do you think of that idea?
Image
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: [request] nade throw script for 1.11

Post by S_hift »

yeah, my binds are focused to whatever my left hand can access the fastest. None of my binds are stock at this point. Not sure how I feel about dumping them all. I like to conserve ammo, and I only spam grenades down corridors. I usually throw just enough to kill a cluster of people which is like 3 or 4 so I can have 2 left, because i know that warriors typically carry less grenades.

1 - mine throw (full)
2 - flag drop
3 - armor kit
4 - deployable drop
5 - inventory gui

caps lock - commander screen
lshift - laser rifle
lctrl - throw nade (full)
lctr+a - ammo drop + a full nade tossed so when if I die before i can shoot the ammo, it still explodes.
win - throw nade
lalt - deploy pack
Z - cycle deployable backwards
X - cycle deployable forwards
C - third person toggle
F - chat 0 (general chat)
R - chat 1 (team chat)
Q - use beacon
E - Ski
Space - Zoom snipe


Favorite binds (these are special to me)
shift+space - Titan (default), When I buy it my particle beam is auto mounted because I also just press zoom as I got the armor.
shift+w - Builder (default)
shift+s - Chameleon Assassin (chameleon pack, shotgun, plasma gun, and sniper rifle)
shift+d - Necromancer (ghost pack, disarm, shocking grasp, and lucifer warhammer)
shift+a - Troll (shieldpack, minigun, Rocket Luancher, plasma gun, mortar launcher, and flamethrower)

Misc loadouts
F1 - Builder (repair pack, pitchfork, plasma gun, railgun, and rocket launcher.)
F2 - Chameleon Assassin (energy pack, laser rifle, disc launcher, and mini bomber).
F3 - Angel (repair pack, soul grabber, bio feedback, grappler, and heavens fury).
F4 - Tank (repair pack, tank cannon, tank shredder, tank RPG, and tank rocketgun).
F5 - Warrior (shield pack, disc launcher, rocket launcher, vulcan, stinger, and plasma gun).
F6 - Necromancer (phase pack, disarm, lucifer hammer, and death ray).

Very seldom do I lift my fingers away from directional buttons.
You're probably wondering how do I dodge things. I use jump jet and a combination of jumping patterns that I've learned over the years to avoid getting shot. I've learned to do this well enough to were I can actually sense and time the shot of my target. Not to be confused with strafing to throw off "aimbot"


If we get a game on today I'll record a video of my keystrokes. I crunch buttons
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: [request] nade throw script for 1.11

Post by perrinoia »

That's some crazy shit.

I have moved very few of my binds around...

I changed use/drop pack from p/ctrl+p to r/ctrl+r.
I forget what I changed first/third person to, I hardly ever use it... Then again, it's useful for peeping around corners, so maybe I'll bind it to one of my extra mouse buttons. But I'll make it so it's a hold/release bind rather than a toggle.
P is for play mode (I frequently accidentally open inventory, command, or objectives screens, and rather than finding that key again to close that screen, I can just hit p and go back to play mode).

Pretty much everything else is bound to unused keys... For instance, home, end, backspace, delete, enter, are all used for waypoints and TV modes...

I think I bound suicide to something close to the numberpad, too... Maybe number pad enter... I forget.
Image
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: [request] nade throw script for 1.11

Post by S_hift »

I know its possible, could you make a third person script that draws my reticle like it does on 1.40 for the third person view?

it will probably require a script. a bmp image, and a .gui file
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: [request] nade throw script for 1.11

Post by perrinoia »

I thought .gui files were loaded by hudbot...
Image
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: [request] nade throw script for 1.11

Post by S_hift »

I mean it probably doesn't HAVE to use a .gui

you could probably be able to do it by looking at the observer code in annihilation. I notice that the camera sometimes mounts to certain positions in obs.
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: [request] nade throw script for 1.11

Post by perrinoia »

Why don't you just paint a crosshair on the back of the heads of your player skins? LOL
Image
Post Reply