if u wanna be useful for 20% of players bind ^4QUAD, ^1RED TAKEN and if u wanna more: MH TAKEN, ITEM TAKEN. better set showing teammate's healt/armor at crosshair and decide faster what weapon to drop.
based on mine 2000+ #tdmpickup games. it's just my opinion. may be i wrong about 20% of players who doesn't ignore team chat.
bind INS "say_team <<<ENEMY IN HIGH ^4#h^7/^1#a ^7: ^3#w"
bind DEL "say_team <<<ENEMY IN LOW ^4#h^7/^1#a ^7: ^3#w"
bind HOME "say_team <<<ENEMY OUT HIGH ^4#h^7/^1#a ^7: ^3#w"
bind END "say_team <<<ENEMY OUT LOW ^4#h^7/^1#a ^7: ^3#w"
If you have premium or pro, those #h - #a - #w stuff puts your actual hp, armor and weapon at the end of the bind.
bind w "weapon RL;bind x say_team red in 5 seconds"
bind r "weapon LG; bind x say_team LG in 5 seconds"
bind t "weapon RG; bind x say_team RG in 5 seconds"
bind g "weapon PG; bind x say_team MH in 5 seconds"
bind kb_del "say_team quad in 20 seconds"
bind uparrow "say_team enemy low here"
sorry for not knowing the weapon binds by heart.
you could tune the numbers - 10 sec instead of 5, 30 sec instead of 20; but imho these binds are well coded (color wise for ra/mh) and you just have to press the weapon-button, then the x button
those are all pretty nice binds in terms of info you give and can alarm nearby fight-ready players soon enough
people usually spam completely wrong or unnecessary stuff and way too often too, so no one reads them anyway =)
stuff like weapon needed or similar are so useless because any non-dense player knows people don't spawn with full arsenal in tdm
I just thought about something. We could control a "current time" value with the mouse wheel. When you want to say something, you synchronize your timer with the actual game time then you press your say_team bind.
//General commands (we could change every bind directly every time but meh)
seta timer_up "vstr timer_up_0"
seta timer_down "vstr timer_down_0"
seta output_RA "say_team "RA spawns at 25""
...
//timer_up
seta timer_up_0 "print "Current time is now : 1";seta timer_up "vstr timer_up_1";seta timer_down "vstr timer_down_1"; seta output_RA "say_team "RA spawns at 26""
seta timer_up_1 "print "Current time is now : 2";seta timer_up "vstr timer_up_2";seta timer_down "vstr timer_down_2"; seta output_RA "say_team "RA spawns at 27""
...
//timer_down
seta timer_down_0 "print "Current time is now : 59";seta timer_up "vstr timer_up_59";seta timer_down "vstr timer_down_59"; seta output_RA "say_team "RA spawns at 24""
seta timer_down_1 "print "Current time is now : 0";seta timer_up "vstr timer_up_0";seta timer_down "vstr timer_down_0"; seta output_RA "say_team "RA spawns at 25""
...
I doubt a numpad solution would be easier, provided your mouse wheel is available. Because to use the numpad, you have to free a hand for a moment. Doesn't that make you very vulnerable? On the opposite, using the mousewheel can be done even mindlessly. Well I have yet to try it though. I don't think even the worst case scenario, which is a 30 seconds difference between the game time and the "mousewheel" timer, is difficult or long to overcome.
Yes, there is a difference between seta and set. Try changing a set into a seta. It won't work. Google can help ;).
The vars created with seta can't be changed in binds, while those created with set can. You'd normally use set in variables you want to change in game, and seta for everything else.
I have an extensive script with modifier 4 modifier keys each for RA/MH/Quad/BS.
4 is RA, 5 is MH, 7 is QD and 8 is BS. You hold down 0/1/2/3 before hitting the item keys for a modified message; pressing either of the item keys on their own will give you the basic 'up in x secs' message. I found this to be the one I'd need access to the most quickly.
The modified states are: ' ** taken', ' ** taken by enemy', ' ** up/take it' and 'leave item ** for me'.
My reasoning was that if the coast is clear, a two button combination is perfectly adequate, while picking an item up mid fight or enemy stealing the item, it's better for the team if you act accordingly to the situation without worrying with clunky binds. Once the situation is dealt with, and invariably some time will have passed, a quick and simple single-button bind to inform that an item is spawning in 15 seconds (30 for powerups) means the interruption to your play is as minimal as possible.
All of the states and such can be changed, of course. I'll go dig it up now.
Here you go sir. I keep this in a separate cfg file tdmbinds.cfg, in case something needs to be adjusted, added or removed.
Lorfa had optimised this in the official QL forums. I posted the original version which is this so it's more readable and if you wish to do your own changes, you won't have to reverse engineer it.
set QuadKey "say_team ^5Quad ^7in ^230!"
set BSKey "say_team ^3BattleSuit ^7in ^230!"
set RAKey "say_team ^1RA^5 in ^215!"
set MegaKey "say_team ^5MEGA ^7in ^215!"
set quad_mod1 "say_team ^2I'm going for ^5QUAD!^1 Secure other items!"
set quad_mod2 "say_team ^5Quad Area ^2Secure! ^3TAKE IT!"
set quad_mod3 "say_team ^5Quad Area ^1LOST!"
set quad_mod4 "say_team ^2I got ^7STACK/WEAPONS. ^2Leave me the ^5QUAD!"
set bs_mod1 "say_team ^2I'm going for ^3BattleSuit! ^1Secure other items!"
set bs_mod2 "say_team ^3BattleSuit Area ^3Secure! ^3TAKE IT!"
set bs_mod3 "say_team ^3BattleSuit Area ^1LOST!"
set bs_mod4 "say_team ^2I got ^7STACK/WEAPONS. ^2Leave me the ^3BattleSuit"
set ra_mod1 "say_team ^1RA! ^5Taken! ^2+25"
set ra_mod2 "say_team ^1RA ^2AVAILABLE! ^5TAKE IT!"
set ra_mod3 "say_team ^1RA ^7(^1ENEMY^7) ^2+25"
set ra_mod4 "say_team ^5I need armor. Give me ^1RA"
set mh_mod1 "say_team ^5MEGA! ^2Taken! +35"
set mh_mod2 "say_team ^5MEGA ^2AVAILABLE! ^5TAKE IT!"
set mh_mod3 "say_team ^5MEGA! ^7(^2ENEMY^7) ^2+35"
set mh_mod4 "say_team ^2I need stack. Give me ^5MEGA"
Just modify ra_mod1, ra_mod3, mh_mod1 and mh_mod3 on every timer_up_x and timer_down_x. They are basically the same as my output_RA and output_MH.
Instead of
set output_RA say_team RA spawns at 26
You'd have something like
set ra_mod1 say_team ^1RA! ^5Taken! : ^2 spawns at 26
You don't need to modify his bind and +alias system. All you need to do is set the right output in his output cvars which can reveal a spawn time. You can modify as many cvars as you want in each timer_direction_x. Well, unless you hit some sort of cap in the accepted cvar value length?
actually works pretty darn fine! really awesome m8. although m3 is a bit weird for me cuz i jump on m2, but better than taking hand completely off mouse :)
bind w "say_team idiot team"
bind a "say_team go back to duel or ca or whatever you faggots do on your free time "
bind s "say_team why the fuck does nobody show up for power up?! nothing but cretins and imbeciles..."
bind d "say_team is this pub tdm or some ffa? learn to teamwork befor pickup))))))))))))))))))"
bind mouse1 "ragequit"
This all seems really complicated and annoying. I feel like if you're that into a team game that you need to have a shitload of teamchat binds to communicate important information, you should just get on voice comms. Hell of a lot easier to just say something with your mouth.
Yeah I've noticed that about Quake over the years. It always seemed really weird to me coming from the Cod2 PAM and Cod4 Promod scene where it would be considered ridiculous to not to be on voice comms for a pickup. Like ridiculous to the point where playing without a mic or without connecting to mumble/vent/ts was a bannable offense in a lot of pickup communities.