» Our mission is to empower gamers to share their favorite games and with this, bring others to experience new games and do the same «
Are you a free game developer? Do you have a website that talks about free gaming? · We want to help! · Tell us about your project

Tremulous Binds CookBook

By sunburn on Tue, 11/20/2007 - 11:05am

No comments yet
Has stated in other guides, binds are build to increase the player’s efficiency. Nobody wants to be stuck in the armory menu, selling is rifle, while there’s a goon on top of the reactor. But remember that binds are not skills! they won’t dodge for you, they won’t build good bases for you, they won’t kill the dretches for you and they won’t aim for you. Now if you have binds and commands that do such thing, please give us your name and ip number, it will save time.

I suggest building your own binds, according to your style of play (favorite weapons, upgrades, aliens or being right/left handed) instead of copy pasting all the examples in this guide.

So enjoy and get Cooking Smiling

Sunburn



¤¤¤ Chapters ¤¤¤

    The autoexec.cfg
    Multiple cfg files
    Binding a key
    Keys
    Commands
    Items
    Humans binds
    Aliens binds
    Communication binds
    Common binds
    Demo
    Scripts
    Links
    Thanks



¤¤¤ The autoexec.cfg ¤¤¤


An autoexec.cfg is a file that run when you launch the game and execute the scripts written in it.
You have to create this file, since it is not all ready in the game, and place it in your
Tremulous/Base directory.

(You can download the attached zip file for a blank Autoexec.cfg file and many more useful cfg files)
Blank Config Files

To write binds on a .cfg file, you need to open it with a text editor.
(notepad, wordpad and such)

[Hint] If you insist on making your own cfg file, open your text editor and save a new document, named autoexec.cfg, in UTF-8 format.



¤¤¤ Multiple cfg files ¤¤¤


Binds can be written directly in the autoexec.cfg or they can be written in other .cfg files.
Meaning, you can have separate files for your HUMAN and ALIEN binds.
Having different files makes things a lot easier when you'll work on your binds.

(Two blank files, all ready named Human.cfg and Alien.cfg are provided in the attached zip file)

Now those two cfg files will not execute when launching the game, you need to make binds in the
autoexec.cfg to use them.

Ex1:
bind XXX "team aliens;exec Alien.cfg"
bind YYY "team humans;exec Human.cfg"


So when pressing the XXX key, you will join the aliens and launch your binds for the aliens.
And when pressing the YYY key, you join the humans and have your humans binds. If you want
To execute your alien or human cfg file without joining a team, it goes like this.

Ex2:
bind XXX "exec Alien.cfg"
bind YYY "exec Human.cfg"


Replace the XXX&YYY by the keyboard keys of your choice.

[Hint] You are not limited on the number of .cfg files you can have. You can have cfg file to use the medkit, for your system configs or a cfg file for every different aliens class.



¤¤¤ Binding a key ¤¤¤


To write binds in your cfg file you need to two or tree things, the first one is the keys, the second is the commands and the third is the items.

bind key "command"

Ex1:
bind mouse1 "+attack"

key= mouse1
command= bind and +attack

Ex2:
bind p "buy larmour"

key= p
command= bind and buy
item= larmour

You’ll notice that the command and the command+item, to be binded to a key, are in quotes "".
It separates what’s to be binded to the key from the rest of what’s written in your cfg file.

Now the interesting part, is you can have multiple commands and items in a bind.

Ex3:
bind p "sell weapons; sell upgrades; buy shotgun; buy larmour; itemact shotgun"

key= p
command= bind;sell;sell;buy;buy and itemact
items= weapons;upgrades;shotgun;larmour and shotgun

You can see that with multiple commands and their related items, you have to separate them by a semicolon [;].

bind key "command item; command item; command item; command item"

Also,
you can build more advanced binds, with the "vstr" command, that allows you to create variables to build binds with multiple keys, commands and items.

Ex4:
bind p "vstr ShotgunArmour"
set ShotgunArmour "echo ^1Shotgun; sell weapons; sell upgrades; buy shotgun; buy larmour; itemact shotgun; bind p vstr LasArmour" 
set LasArmour "echo ^1Lasgun; sell weapons; sell upgrades; buy lgun; buy larmour; buy battpack; itemact lgun; bind p vstr ShotgunArmour"


key= p
command= bind;vstr;set;vstr and set
variable= ShotgunArmour = echo;sell;sell;buy;buy;itemact and bind
variable= LasArmour = echo;sell;sell;buy;buy;buy;itemact and bind

items= ^1Shotgun;weapons;upgrades;shotgun;larmour and shotgun
^1Lasgun;weapons;upgrades;lgun;larmour;battpack and lgun

By pressing "p", that bind will sell your weapon and upgrades, buy the shotgun and the light armour, then bind "p" to buy the lasgun, the light armour and the battery pack, and then rebind "p" to buy the shotgun and light armour. and so on...

In other words, you can bind 2 set of weapon+upgrades on 1 key.

But why stop at 2 weapons, how about all the energy weapons on 1 key.

Ex5:
bind p "vstr LAS"
set LAS "vstr SWU; buy lgun; vstr UPG; itemact lgun; echo ^1LAS; bind p vstr MD"
set MD "vstr SWU; buy mdriver; vstr UPG; itemact mdriver; echo ^1MD; bind p vstr PULSE"
set PULSE "vstr SWU; buy prifle; vstr UPG; itemact prifle; echo ^1PULSE; bind p vstr LUCI"
set LUCI "vstr SWU; buy lcannon; vstr UPG; itemact lcannon; echo ^1LUCI; bind p vstr LAS"
set SWU "sell weapons; sell upgrades"
set UPG "buy helmet; buy larmour; buy battpack; buy gren"


You can see here that i have created, like in Ex4, a variable to buy each weapons (LAS, MD, PULSE and LUCI). And i made sure that at the end of each of those variables, that my key was re-binded to buy the next weapon.

But you can also notice, that i have created 2 other variable (SWU and UPG). Whenever you have repeating commands+items in a bind, or several related binds, you can create a variable for those.

[Hint] It will make things easier for you and your binds won’t be a foot long.



¤¤¤ Keys ¤¤¤

(KEYBOARD)
    Escape .............. ESCAPE
    F1 ..................... F1
    F2 ..................... F2
    F3 ..................... F3
    F4 ..................... F4
    F5 ..................... F5
    F6 ..................... F6
    F7 ..................... F7
    F8 ..................... F8
    F9 ..................... F9
    F10 ................... F10
    F11 ................... F11
    F12 ................... F12
    Scroll Lock ....... OxOO
    Pause ............... PAUSE
    Capslock .......... CAPSLOCK
    Shift ................. SHIFT
    Control ............. CTRL
    Alt .................... ALT
    Space .............. SPACE
    Backspace ....... BACKSPACE
    Enter ............... ENTER

    Insert .............. INS
    Home .............. HOME
    Page Up .......... PGUP
    Delete ............. DEL
    End ................. END
    Page Down ..... PGDN

    Up Arrow ......... UPARROW
    Down Arrow .... DOWNARROW
    Left Arrow ....... LEFTARROW
    Right Arrow ..... RIGHTARROW
(NUMPAD)
    O .............. KP_INS
    1 .............. KP_END
    2 .............. KP_DOWNARROW
    3 .............. KP_PGDN
    4 .............. KP_LEFTARROW
    5 .............. KP_5
    6 .............. KP_RIGHTARROW
    7 .............. KP_HOME
    8 .............. KP_UPARROW
    9 .............. KP_PGUP
    Numlock ... KP_NUMLOCK
    / ............... KP_SLASH
    * .............. *
    - ............... KP_MINUS
    + .............. KP_PLUS
    Enter ........ KP_ENTER
    Delete ...... KP_DEL
(The rest of the keys, like 123 and ABC, are pretty much self-explained)

(MOUSE BUTTONS)
    Left Mouse Button ............ MOUSE1
    Right Mouse Button .......... MOUSE2
    Center Mouse Button ....... MOUSE3
    Mouse Button 4 ................ AUX1
    Mouse Button 5 ................ AUX2
    Mouse Wheel Up .............. MWHEELUP
    Mouse Wheel Down ......... MWHEELDOWN
(Extra Mouse Button after Mouse3 are named AUX)




¤¤¤ Commands ¤¤¤


(Mouvements&View)
    +forward ........ = Moves forward
    +back .............. = Moves Backward
    +moveleft ....... = Strafe Left
    +moveright ..... = Strafe Right
    +moveup ......... = Jump
    +movedown .... = Crouch (and Wallwalk)
    +speed ............ = Allows you to walk or run (if “always run” is not on)
    boost ............... = Allows you to Sprint (Humans only)
    +left ................ = Turn Left
    +right .............. = Turn Right
    +lookup ........... = Looks Up
    +lookdown ....... = Looks Down
    centerview ....... = Center your view on screen
    +zoom .............. = Zoom (Only with the MassDriver)
(Attack&Ingame Usage)
    +attack ................. = Main attack (shoots,slash or build)
    +button2 ............... = Select item in inventory and avdgranger’s spit
    +button3 ............... = Taunt
    +button5 ............... = Secondary Attack (Luci,Repair,pounce,zap etc…)
    +button7 ............... = brings the menu to Evolve or use Buildings
    deconstruct ........... = Enable you to deconstruct a structure
    +scores ................. = Show the Score
    reload ................... = Reload your weapon with a new clip
    weapnext .............. = Scroll the inventory (Humans)
    weapprev .............. = Scroll the inventory (Humans)
    screenshot ............ = Take a screenshot (in tga format)
    screenshotJPEG .... = Take a screenshot (in jpeg format)
    record ................... = Record a demo (in dm_69 format)
    stoprecord ............ = Stop recording a demo
    toggleconsole ........ = Brings up and down the console
    serverstatus .......... = Gives you the status of the server
    vote ...................... = Enable you to vote (vote yes, vote no)
    teamvote ............... = Enable you to teamvote (teamvote yes, teamvote no)
    say ........................ = Enable you to write to every players(Binds in Global Chat)
    say_team .............. = Enable you to write to your team only (Binds in Team Chat)
    messagemode ....... = Open chat console to write to every one (Global Chat)
    messagemode2 ...... = Open chat console to write to your team only (Team Chat)
    messagemode3 ...... = Open chat console to write at the last person in your crosshair
    messagemode4 ...... = Open chat console to write at the last person who injured you
    donate ................... = Enable you to give evo&credits (not on all servers)
    togglemenu ............ = Brings up the tremulous menu (Escape by default)
    teamstatus ............. = Show the status of main structures (not on all servers)
(Binds Building Blocks)
    bind ................. = Enable you to bind keys
    unbind ............. = Unbind a key
    unbindall .......... = Unbind all keys (careful with this one)
    buy ................. = Allows you to buy weapons&upgrades
    sell .................. = Sells your weapons&upgrades
    itemact ............ = Use an item
    class ................ = Enable you to spawn (enable you to evolve with aliens)
    build ................ = Enable you to build a structure
    team ................ = Enable you to select a team (team aliens,team humans)
    echo ................ = Enable you to print a message on your screen only
    itemtoggle ......... = Enable you to use on&off an item.
    vstr .................. = Enable you to create variable for more complex binds
    set, seta, setu ... = Set the value of a variable
    exec ................. = Execute a .cfg file (exec aliens.cfg)
    wait .................. = Waits a specified number of game tics (wait 10)
(Settings)
    name ................ = Enable you to bind a name
    toggle ............... = Enable you to toggle on&off a setting (0/1)
    reset ................. = Reset a setting to its default (reset sensitivity)
    sensitivity ......... = Enable you to change your mouse sensitivity
    rate .................. = Sets communication rate between client and server (lag)
*there’s many more commands and i will try to complete the list, for now, look at the links at the end of this guide, for good sites on Q3Engine commands.



¤¤¤ Items ¤¤¤


(Humans)
    ammo .......... = Buy ammunition (buy ammo)
    medkit ......... = Medkit to replenish health (itemact medkit)
    blaster ......... = Blaster (itemtoggle blaster)
    ckit ............. = Spawn as a builder or buy (class ckit,buy/sell/itemact ckit)
    ackit ............ = Spawn as an advbuilder or buy (class ackit,buy/sell/itemact ackit)
    rifle ............. = Spawn as a rifle or buy (class rifle,buy/sell/itemact rifle)
    psaw ........... = Pain saw (buy/sell/itemact psaw)
    shotgun ....... = Shotgun (buy/sell/itemact shotgun)
    lgun ............ = Lasgun (buy/sell/itemact lgun)
    mdriver ........ = Mass driver (buy/sell/itemact mdriver)
    chaingun ....... = Chaingun (buy/sell/itemact chaingun)
    prifle ............ = Pulse rifle (buy/sell/itemact prifle)
    flamer ........... = Flame thrower (buy/sell/itemact flamer)
    lcannon ........ = Lucifer cannon (buy/sell/itemact lcannon)
    larmour ......... = Light armour (buy/sell larmour)
    battpack ....... = Battery pack (buy/sell battpack)
    helmet .......... = Helmet (buy/sell helmet)
    jetpack ......... = Jet pack (buy/sell/itemtoggle jetpack)
    gren ............. = Grenade (buy/sell/itemact gren) (Careful with this one!)
    bsuit ............ = Battlesuit (buy/sell bsuit)
(Humans Buildables)
    telenode ........ = Telenode (build telenode)
    mgturret ........ = Machinegun turret (build mgturret)
    arm ............... = Armory (build arm)
    medistat ........ = Medistation (build medistat)
    reactor .......... = Reactor (build reactor)
    dcc ................ = Defence computer (build dcc)
    repeater ........ = Repeater (build repeater)
    tesla .............. = Tesla generator (build tesla)
(Aliens)
    builder .......... = Granger (class builder)
    builderupg ..... = Advanced Granger (class builderupg)
    level0 ........... = Dretch (class level0)
    level1 ........... = Basilisk (class level1)
    level1upg ...... = Advanced Basilisk (class level1upg)
    level2 ........... = Marauder (class level2)
    level2upg ...... = Advanced Marauder (class level2upg)
    level3 ........... = Dragoon (class level3)
    level3upg ...... = Advanced Dragoon (class level3upg)
    level4 ........... = Tyrant (class level4)
(Aliens Buildables)
    eggpod ......... = Egg (build eggpod)
    overmind ....... = Overmind (build overmind)
    barricade ....... = Barricade (build barricade)
    acid_tube ...... = Acid tube (build acid_tube)
    trapper .......... = Trapper (build trapper) *Never build these on the floor!
    booster ......... = Booster (build booster)
    hive .............. = Hive (build hive)
    hovel ............ = Hovel (build hovel)



¤¤¤ Humans binds ¤¤¤


One important thing when you build your binds for the humans, is Priority.
If you end-up with a lasgun, a battery pack, a grenade and with-out an light armour and an helmet,
because of a lack of credits during the bind, that bind is not helping you being more efficient ingame. (You need to buy the important stuff first)

Ex1:(what not to do)
bind p "sell weapons; sell upgrades; buy lgun; buy battpack; buy gren; buy helmet; buy larmour"

Ex2:(what to do)
bind p "sell weapons; sell upgrades; buy lgun; buy helmet; buy larmour; buy battpack; buy gren"

If your short on credits, its going to be the less essentials upgrades that you won’t buy.

Also, if you use this bind (Ex2) in stage 1, you will only buy the weapon and upgrades available
at that stage (lasgun, light armour and battery pack), if you have enough credits.

There’s all kind of combo you can make to buy your weapons and upgrades, and it’s really up to you
to find what fits your style of play.

Best I can do here, is give you a few example to trigger ideas.

Ex3:
bind KP_HOME "sell upgrades; buy helmet; buy larmour"                                                                   
bind KP_UPARROW "sell upgrades; buy bsuit"                                                                              
bind KP_PGUP "sell weapons; buy lcannon; itemact lcannon; bind KP_DEL vstr AMMEN3"                                   
bind KP_LEFTARROW "class rifle; sell weapons; buy rifle; itemact rifle; bind KP_DEL vstr AMMEN0"        
bind KP_5 "sell weapons; buy shotgun; itemact shotgun; bind KP_DEL vstr AMMEN0"                        
bind KP_RIGHTARROW "sell weapons; buy lgun; itemact lgun; bind KP_DEL vstr AMMEN2"                     
bind KP_DOWNARROW "sell weapons; buy chaingun; itemact chaingun; bind KP_DEL vstr AMMEN0"              
bind KP_PGDN "sell weapons; buy prifle; itemact prifle; bind KP_DEL vstr AMMEN1"                      
bind KP_ENTER "sell weapons"                                                                           
bind KP_PLUS "sell upgrades"
bind * "sell weapons; sell upgrades; buy helmet; buy larmour; buy psaw; itemact psaw; buy gren"
bind DEL "itemact gren; say_team ^3!!!^1GRENADE^3!!!"


Now you’ll notice that i bind my KP_DEL each time i buy a gun. It’s actually just to buy ammo
at the armory, the reactor or a repeater, with the energy weapons. It’s not much, but I can buy
ammunition for all my weapons at the armory, on the same key.

Ex4:
set AMMEN0 "buy ammo"
set AMMEN1 "buy ammo; sell weapons; buy prifle"
set AMMEN2 "buy ammo; sell weapons; buy lgun"
set AMMEN3 "buy ammo; sell weapons; buy lcannon"


For the builders, binds really increase their efficiency. Because the last thing you want,
is being stuck in menus while the base is smoking and your teammates needs an armory.

Here too, it’s a question of style of play, some prefer binding different keys for each
structures. And others prefer using the mousewheel to scroll through the structures to build.

Here’s both to give you an idea.

Ex5:
bind p "class ackit; wait 10; class ckit; sell weapons; buy ackit; buy ckit; vstr AHS2"
set AHS1 "build telenode; bind mwheeldown vstr AHS2; bind mwheelup vstr AHS8" 
set AHS2 "build mgturret; bind mwheeldown vstr AHS3; bind mwheelup vstr AHS1" 
set AHS3 "build arm; bind mwheeldown vstr AHS4; bind mwheelup vstr AHS2" 
set AHS4 "build medistat; bind mwheeldown vstr AHS5; bind mwheelup vstr AHS3" 
set AHS5 "build tesla; bind mwheeldown vstr AHS6; bind mwheelup vstr AHS4" 
set AHS6 "build dcc; bind mwheeldown vstr AHS7; bind mwheelup vstr AHS5" 
set AHS7 "build repeater; bind mwheeldown vstr AHS8; bind mwheelup vstr AHS6" 
set AHS8 "build reactor; bind mwheeldown vstr AHS1; bind mwheelup vstr AHS7" 


Ex6:
bind 1 "build telenode" 
bind 2 "build mgturret" 
bind 3 "build arm" 
bind 4 "build medistat" 
bind 5 "build tesla"
bind 6 "build dcc" 
bind 7 "build repeater" 
bind 8 "build reactor"


Personally, I like the mousewheel to build. But at stage 1 this type of wheel can
be frustrating with all the structures you can’t build.

So I’ve made a wheel for stage 1 and have a separate full wheel for stages 2&3.

Ex7:
bind INS "class ckit; sell weapons; buy ckit; itemact ckit; vstr hbuildwheel"
set hbuildWheel "bind MWHEELUP vstr HS5; bind MWHEELDOWN vstr HS1"
set HS1 "build telenode; bind MWHEELDOWN vstr HS2; bind MWHEELUP vstr HS5"
set HS2 "build mgturret; bind MWHEELDOWN vstr HS3; bind MWHEELUP vstr HS1"
set HS3 "build arm; bind MWHEELDOWN vstr HS4; bind MWHEELUP vstr HS2"
set HS4 "build medistat; bind MWHEELDOWN vstr HS5; bind MWHEELUP vstr HS3"
set HS5 "build reactor; bind MWHEELDOWN vstr HS1; bind MWHEELUP vstr HS4"

bind PGUP "class ackit; sell weapons; buy ackit; itemact ackit; vstr ADVhbuildwheel"
set ADVhbuildWheel "bind MWHEELUP vstr AHS8; bind MWHEELDOWN vstr AHS1"
set AHS1 "build telenode; bind MWHEELDOWN vstr AHS2; bind MWHEELUP vstr AHS8"
set AHS2 "build mgturret; bind MWHEELDOWN vstr AHS3; bind MWHEELUP vstr AHS1"
set AHS3 "build arm; bind MWHEELDOWN vstr AHS4; bind MWHEELUP vstr AHS2"
set AHS4 "build medistat; bind MWHEELDOWN vstr AHS5; bind MWHEELUP vstr AHS3"
set AHS5 "build tesla; bind MWHEELDOWN vstr AHS6; bind MWHEELUP vstr AHS4"
set AHS6 "build dcc; bind MWHEELDOWN vstr AHS7; bind MWHEELUP vstr AHS5"
set AHS7 "build repeater; bind MWHEELDOWN vstr AHS8; bind MWHEELUP vstr AHS6"
set AHS8 "build reactor; bind MWHEELDOWN vstr AHS1; bind MWHEELUP vstr AHS7"




¤¤¤ Aliens binds ¤¤¤


Aliens binds are a bit easier to make then the humans ones.
There’s no buying, selling or upgrades to deal with. Just Classes.

Ex1:
bind 1 "class level0"
bind 2 "class level1"
bind 3 "class level1upg"
bind 4 "class level2"
bind 5 "class level2upg"
bind 6 "class level3"
bind 7 "class level3upg"
bind 8 "class level4"
bind 9 "class builder"
bind 0 "class builderupg"


Priority, also works with the aliens classes. For example, if you are in the right stage and if you
have enough evolution points, putting the Advanced class of an alien, or a higher alien class, before its normal or lower class, will make you evolve to the advanced or higher class.

Ex2:
bind 1 "class level0"
bind 2 "class level1upg; class level1"
bind 3 "class level2upg; class level2"
bind 4 "class level3upg; class level3"
bind 5 "class level4"
bind 6 "class builderupg; wait 10; class builder"


Ex3:
bind p "+movedown; class level4; class level3upg; class level2upg; class level3; class level2; vstr attackwheel"


Has you can see, I’ve put the advanced marauder in front of the dragoon in this bind.
It’s personal choice, I prefer playing the advmara in stage 2&3, when I have only 3 evos to evolve.

Now, it is possible to tweak around, to make the aliens evolve more interesting.

Ex4:
bind KP_ENTER "class level0"                              
bind KP_PLUS "+movedown; class level1upg; class level1; vstr attackwheel"                                           
bind KP_DOWNARROW "+movedown; class level2upg; class level2; vstr attackwheel"
bind KP_PGDN "+movedown; class level2upg; class level2; vstr attackwheel" 
bind KP_5 "+movedown; class level3upg; class level3; vstr attackwheel"              
bind KP_RIGHTARROW "+movedown; class level3upg; class level3; vstr attackwheel"         
bind KP_UPARROW "+movedown; class level4; vstr attackwheel"                      
bind KP_PGUP "+movedown; class level4; vstr attackwheel"
set attackwheel "bind MWHEELUP vstr Slash+; bind MWHEELDOWN vstr StopSlash+"
set Slash+ ";+attack"
set StopSlash+ "-attack; bind mouse1 +attack"


You’ll notice the +movedown in front of the classes, it’s to be able to evolve with
or with-out the wallwalk activated.(may not work on all servers)
The attackwheel will be discuss later in this guide.

And for the building; it’s about the same as for the humans.

Ex5:
bind 1 "build acid_tube" 
bind 2 "build barricade" 
bind 3 "build booster" 
bind 4 "build eggpod" 
bind 5 "build trapper" 
bind 6 "build hive" 
bind 7 "build hovel" 
bind 8 "build overmind"


Ex6:
bind INS "class builder; vstr buildwheel"                                        
set buildWheel "bind MWHEELUP vstr AS4;bind MWHEELDOWN vstr AS1"                                   
set AS1 "build eggpod;bind MWHEELDOWN vstr AS2;bind MWHEELUP vstr AS4"                         
set AS2 "build acid_tube;bind MWHEELDOWN vstr AS3;bind MWHEELUP vstr AS1"                     
set AS3 "build barricade;bind MWHEELDOWN vstr AS4;bind MWHEELUP vstr AS2"                       
set AS4 "build overmind;bind MWHEELDOWN vstr AS1;bind MWHEELUP vstr AS3" 

bind PGUP "class builderupg; vstr ADVbuildwheel"
set ADVbuildWheel "bind MWHEELUP vstr AAS8;bind MWHEELDOWN vstr AAS1"
set AAS1 "build eggpod;bind MWHEELDOWN vstr AAS2;bind MWHEELUP vstr AAS8"
set AAS2 "build acid_tube;bind MWHEELDOWN vstr AAS3;bind MWHEELUP vstr AAS1"
set AAS3 "build barricade;bind MWHEELDOWN vstr AAS4;bind MWHEELUP vstr AAS2"
set AAS4 "build trapper;bind MWHEELDOWN vstr AAS5;bind MWHEELUP vstr AAS3"
set AAS5 "build booster;bind MWHEELDOWN vstr AAS6;bind MWHEELUP vstr AAS4"
set AAS6 "build hive;bind MWHEELDOWN vstr AAS7;bind MWHEELUP vstr AAS5"
set AAS7 "build hovel;bind MWHEELDOWN vstr AAS8;bind MWHEELUP vstr AAS6"
set AAS8 "build overmind;bind MWHEELDOWN vstr AAS1;bind MWHEELUP vstr AAS7"




¤¤¤ Communication binds ¤¤¤


Either it’s from the builders or the attackers in your team, communications are a key component for good teamwork. Sending and receiving information about your base and the enemies status can definitely advantage you and your teammates ingame. But mostly, it makes the gameplay a lot more interesting. (But be careful not to spam)

Ex1:(Team chat)
bind p "messagemode2"


Same as the building binds, there’s different ways to build binds for communication.

Ex2:(Human Attacker)
bind 1 "say_team ^1Overmind ^1Down^3!!!" 
bind 2 "say_team ^1Eggs ^1are ^1Down ^3!!!^1Hunt ^1the ^1Grangers^3!!!"
bind 3 "say_team ^1Aliens ^1are ^1Moving ^1Base"
bind 4 "say_team ^1Enemy ^1is ^1Weak,^3ATTACK^1!!!"
bind 5 "say_team ^1Aliens ^1are ^3S2" 
bind 6 "say_team ^1Aliens ^1are ^3S3"
bind 7 "say_team ^1Incoming ^1Defend ^1BASE^3!!!"
bind 8 "say_team ^1WatchOut ^3GOON ^1Spotted"
bind 9 "say_team ^1WatchOut ^3RANT ^1Spotted"


Ex3:(Human Builder)
bind 1 "say_team ^1Moving,Deconing ^1the ^3Reactor ^1in ^110sec" 
bind 2 "say_team ^1Building ^3Reactor"
bind 3 "say_team ^3Reactor ^1Half-Build"
bind 4 "say_team ^3Reactor ^1Fully-Build"
bind 5 "say_team ^1Aliens ^1are ^3S2"
bind 6 "say_team ^1Aliens ^1are ^3S3"
bind 7 "say_team ^1Incoming ^1Defend ^1BASE^3!!!"
bind 8 "say_team ^1Dont ^1let ^1the ^3ADV-GOON ^1SNIPE^3!!!"
bind 9 "say_team ^1!!!^3BASE ^1is ^3HURT, ^1Need ^3HELP ^1to ^3REPAIR^1!!!"


[Hint] If the server happens to have teamstatus, the builder can use it to give the status of a growing Reactor/Overmind to is teammates *ALWAYS WARN BEFORE DECONING THE REACTOR/OVERMIND

Ex4:
bind 0 "teamstatus"



Another type of communication bind, is with the mousewheel and a key.

Ex5:
bind END "vstr MW"
set MW "echo ^1Message^2Wheel;bind MWHEELUP vstr OFF1;bind MWHEELDOWN vstr DEF1"
set ResetMW "vstr normalwheel;bind END vstr MW"
set normalwheel "bind MWHEELUP weapnext; bind MWHEELDOWN weapprev"

//OFFENSE
set OFF1 "echo ^3OM ^3down!; bind END vstr ST1; bind MWHEELUP vstr OFF2"                                                                    
set OFF2 "echo ^3Enemy ^3is ^3Weak,^3ATTACK^3!!!; bind END vstr ST2; bind MWHEELUP vstr OFF3"
set OFF3 "echo ^3Eggs ^3are ^3Down ^3!!!; bind END vstr ST3; bind MWHEELUP vstr OFF1"

//DEFENSE
set DEF0 "echo ^3#^7BLANK^3#; bind END vstr Blank; bind MWHEELDOWN vstr DEF1"
set DEF1 "echo ^3GOON!; bind END vstr Goon; bind MWHEELDOWN vstr DEF2"
set DEF2 "echo ^3Incoming!; bind END vstr ST4; bind MWHEELDOWN vstr DEF3"
set DEF3 "echo ^3Base!; bind END vstr ST5; bind MWHEELDOWN vstr DEF4"
set DEF4 "echo ^3Enemy ^3S2; bind END vstr ST6; bind MWHEELDOWN vstr DEF5"
set DEF5 "echo ^3Enemy ^3S3; bind END vstr ST7; bind MWHEELDOWN vstr DEF0"

set ST1 "say_team OM down!; wait 5; say_team OM down!; vstr ResetMW"
set ST2 "say_team ^1Enemy ^1is ^1Weak,^3ATTACK^1!!!; vstr ResetMW"
set ST3 "say_team ^1Eggs ^1are ^1Down ^3!!! ^1Hunt ^1the ^1Grangers^3!!!; vstr ResetMW"
set ST4 "say_team Incoming!; vstr ResetMW"
set ST5 "say_team BASE!;wait 5; say_team BASE!; vstr ResetMW"
set ST6 "say_team They're S2!; vstr ResetMW"
set ST7 "say_team They're S3!; vstr ResetMW"
set Goon "say_team Goon Spotted!; vstr ResetMW"
set Blank "echo ^3###^7BLK ^1COMFIRM^3###; vstr ResetMW"


So with this bind, when you press the END key, it binds the mousewheel to scroll through
a serie of echos, mousewheel up being for offense messages and mousewheel down for defense
messages. Each echo correspond to a re-bind of the END key, with a selected message.

In other word, if you stop scrolling the echos at OM down! Your END key will be binded with
the say_team OM down! Message. You’ll notice that there’s a Blank in this bind, it’s
in case you change your mind about messaging or accidentally press the END key.



For the aliens version, the binds are the same, only the messages and echos changes.



¤¤¤ Common binds ¤¤¤


No not the human taunt, common binds are the binds who won't change depending of the team you pick. Binds like; to vote, do screenshot, demos and adjust your mouse sensitivity or adjust your rate to cut the lag. The autoexec.cfg is a good place to put the common binds your going to have between aliens and humans.

Ex1:
bind F1 "vote yes; teamvote yes"
bind F2 "vote no; teamvote no"


Ex2:
bind F9 "screenshotjpeg"


Ex3:
bind F5 "vstr M-Speed10"
set M-Speed6 "echo ^1MouseSpeed ^36;sensitivity 6;bind F5 vstr M-Speed8"
set M-Speed8 "echo ^1MouseSpeed ^38;sensitivity 8;bind F5 vstr M-Speed10"
set M-Speed10 "echo ^1MouseSpeed ^310;sensitivity 10;bind F5 vstr M-Speed12"
set M-Speed12 "echo ^1MouseSpeed ^312;sensitivity 12;bind F5 vstr M-Speed14"
set M-Speed14 "echo ^1MouseSpeed ^314;sensitivity 14;bind F5 vstr M-Speed16"
set M-Speed16 "echo ^1MouseSpeed ^316;sensitivity 16;bind F5 vstr M-Speed18"
set M-Speed18 "echo ^1MouseSpeed ^318;sensitivity 18;bind F5 vstr M-Speed20"
set M-Speed20 "echo ^1MouseSpeed ^320;sensitivity 20;bind F5 vstr M-Speed22"
set M-Speed22 "echo ^1MouseSpeed ^322;sensitivity 22;bind F5 vstr M-Speed24"
set M-Speed24 "echo ^1MouseSpeed ^324;sensitivity 24;bind F5 vstr M-Speed26"
set M-Speed26 "echo ^1MouseSpeed ^326;sensitivity 26;bind F5 vstr M-Speed6"


Ex4:
bind F8 "vstr Rate5K"
set Rate5K "echo ^1RATE ^35^1K;rate 5000;bind F8 vstr Rate10K"
set Rate10K "echo ^1RATE ^310^1K;rate 10000;bind F8 vstr Rate15K"
set Rate15K "echo ^1RATE ^315^1K;rate 15000;bind F8 vstr Rate20K"
set Rate20K "echo ^1RATE ^320^1K;rate 20000;bind F8 vstr Rate25K"
set Rate25K "echo ^1RATE ^325^1K;rate 25000;bind F8 vstr Rate30K"
set Rate30K "echo ^1RATE ^330^1K;rate 30000;bind F8 vstr Rate35K"
set Rate35K "echo ^1RATE ^335^1K;rate 35000;bind F8 vstr Rate40K"
set Rate40K "echo ^1RATE ^340^1K;rate 40000;bind F8 vstr Rate45K"
set Rate45K "echo ^1RATE ^345^1K;rate 45000;bind F8 vstr Rate50K"
set Rate50K "echo ^1RATE ^350^1K;rate 50000;bind F8 vstr Rate5K"


You can find the server max rate by writing /serverstatus in the console, or with a bind
and then opening console.

Ex5:
bind F3 "serverstatus"



[Hint] /serverstatus, gives you some nice informations about the server, like the time for suddendeath, the suddendeath mode, the timelimit and many more.



¤¤¤ Demo ¤¤¤


Ex1:
bind F12 "vstr Recorddemo"
set Recorddemo "echo ^1Record;record;bind F12 vstr Stoprecord"                                                 
set Stoprecord "echo ^3Stop^1Record;stoprecord;bind F12 vstr Recorddemo"

Press to record, press again to stop recording. This is a common bind and it can be placed in the autoexec.cfg

The interesting part about demos is viewing them.
Before you ask, to view demos you need to open the console and type /demo demoname.



[Hint] If you have, like me, problems remembering the name of the demo once the console is open, you can use /fdir demo to view the content of your demo directory and get the name of the demo.



(Controls)
Personally, I’ve put my demo controls in a separate cfg file, named Demo.cfg.
(you can find a blank one in the attached zip file)

To execute the Demo.cfg you need a bind, in the autoexec.cfg, just like the alien.cfg and human.cfg.

Ex2:
bind F11 "exec Demo.cfg"

Ex3:(in the Demo.cfg)
bind UPARROW "vstr fast"
bind RIGHTARROW "vstr superfast"
bind LEFTARROW "vstr slow"
bind DOWNARROW "vstr normal"
bind END "vstr superslow"
set fast "timescale 1.8;echo ^1Fast"                                                                            
set superfast "timescale 3;echo ^2Super^1Fast"                                                               
set slow "timescale .5;echo ^1Slow"                                                                         
set superslow "timescale .000000000000000001;echo ^2Super^1Slow"                                           
set normal "timescale 1;echo ^2Normal"                                                                          
bind DEL "toggle r_shownormals"


The controls are mostly for viewing speed like FastForward for a video, and a toggle of shownormals for viewing demos of suspected wallhackers.


Now before someone yells for a hack, this toggle is cheatprotected ingame, it’s enable only for demos and Devmap.



¤¤¤ Scripts ¤¤¤


Scripts, are special binds to create or modify; Movements, Views or Attacks.
(this is the best description i could come up with)

They are build like any other binds, with Keys, Commands and Items.
The difference, is in some of the commands used. Like cl_pitchspeed, cl_yawspeed, +left, +right,
Wait and other commands that are less or not used in regular binds.

For instance, the attackwheel bind, seen above in the aliens binds, is a script.

Ex1:(attackwheel)
set attackwheel "bind MWHEELUP vstr Slash+; bind MWHEELDOWN vstr StopSlash+"
set Slash+ ";+attack"
set StopSlash+ "-attack; bind mouse1 +attack"


The only thing that differentiate this bind form a normal attack bind, is a semicolon [;] placed
in front of the +attack. Witch causes the +attack to "Stick" and requires a –attack to "Unstuck".

Many toggle can be build using that example.

Ex2:(Crouch toggle)(not to good with jetpack)
bind p "vstr Crouch"
set Crouch ";+movedown; bind p vstr Stand"
set Stand "-movedown; bind p vstr Crouch"


Ex3:(Walk toggle)
bind p "vstr Walk"
set Walk ";+speed; bind p vstr Run"
set Run "-speed; bind p vstr Walk"


Ex4:(Scope toggle)
bind p "vstr Scope"
set Scope ";+zoom; bind p vstr UnScope"
set UnScope "-zoom; bind p vstr Scope"


Ex5:(Charge/Zap/Gas toggle)(works for pounce, but its not that good)
bind p "vstr B5"
set B5 ";+button5; bind p vstr UNB5"
set UNB5 "-button5; bind p vstr B5"



Ex6:(Luci Jump)
bind P "vstr Lucijump"
set Lucijump ";+attack; wait 240; vstr FLook"
set FLook "cl_pitchspeed 999; vstr Look"
set Look ";+lookdown; wait 90; vstr FireandJump"
set FireandJump "-attack; wait 10; +moveup; wait 5; -lookdown; -moveup; +forward; vstr RLJ"
set RLJ "wait 30; centerview; -forward; reset cl_pitchspeed"

Careful with this one, the wait command can trigger some nasty surprise sometimes. Don’t run while pressing this one Eye-wink



Ex7:(R_Lightmap toggle)
bind P "toggle r_lightmap"

This one is actually useful on only two maps; Cleanser and Uncreation..


An other good use for this one, is for while watching suspected cheaters.
Alot of times, there is a claim that someone cheats with the leet words;

"OMG HAX!!! HE NEVER MISSES"

Well toggling the lightmap, while speccing him, enables you to have better look at the shots mark on walls, ceilings and floors. This help you to see if ALL the shots goes in the aliens or if a few doesn't.



[Hint] Nothing beats instinct and skill! most movement and attack scripts have an unnatural feeling ingame. But mostly if you are looking to improve yourself, scripts are NOT the solution!



¤¤¤ Links ¤¤¤


www.terta.de/lwt/docs/q3commands.html
www.neophi.com/home/danielr/quake/console-all.html
www.thebind.planetquake.gamespy.com/cmdlist.shtml
www.q3console.planetquake.gamespy.com/variables.htm



¤¤¤ Thanks ¤¤¤


To the TremDevs for this kickass game, to Ghostshell, Evil*Frog and Oblivion for the servers and website, to the D*S Admins&Community for the great games, to Aria Giovanni’s parents, to Elaum, Kevlarman, Bloodshed, Lava Croft, Raytray, [A], Qui Meurt! and all the players whom have put their binds online for others to benefit, learn and get ideas from.



¤¤¤
AttachmentSize
CFG_Files.7z232 bytes
4.875
Your rating: None Average: 4.9 (8 votes)
Tags:

Latest Posts

Most Commented