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quake3

trying to make my weapons binded like in quake3/ql

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hello im trying to make my weapons feel like my good ol quake 3 config

that means that I had the following setup

 

"weapon 1;sensitivity 3.4;cg_crosshairsize 32;cg_drawgun 0;cg_drawcrosshair 2;cg_fov 100;cl_mouseaccel 0.25;com_blood 0;cg_zoomfov 80"

and so on and so on

so I had different sens, crosshair, fovs etc for certain weapons

it was really easy, just type all the values separated by ;

im trying and in reflex i cant seem to be able to do this

 

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1 hour ago, qufit said:

Only thing that ain't in there is blood and I don't know the cvar to it either. But think you can just addbind key disable_enable_blood 1/0.

cool widget thing but honestly i would like to have it on my cvar so i can have it in a simple way inside my .cfg config

also that widget misses accel

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7 hours ago, NeuerGolf said:

Just plugging in the same variable doesnt do anything because (maybe you noticed) Reflex is in fact not quake!.

To find a list for Reflex just <tab><tab> or look here  http://wiki.reflexfiles.com/index.php?title=The_Console_Commands

no i meant the equivalents

 

can someone translate this to reflex?

 

bind 4 "weapon 1;sensitivity 3.4;cg_crosshairsize 32;cg_drawgun 0;cg_drawcrosshair 2;cg_fov 100;cl_mouseaccel 0.25;com_blood 0;cg_zoomfov 80"

 

like ok, sensitivity is sensitivity

cg_crosshairsize=??

etc

like how to get that line in reflex

 

i just need the lines, no widget thing

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actually it would be cool to have this in the menu, as long as it translates to future versions (i dont want to be needing to update widget all the time or something thats i just wanted the cvars)

 

i think by default game should contain a widget thing that gives you custom options on different weapons cause its pretty basic thing to do in hardcore fps game

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bind 4 "weapon 1" - Same as quake

sensitivity 3.4 - m_speed 3.4

cg_crosshairsize 32 - ?

cg_drawgun 0 - cl_draw_gun 0

cg_drawcrosshair 2 - ui_crosshair_type 1

cg_fov 100 - r_fov 100

cl_mouseaccel 0.25 - m_advanced_acceleration 0.25 think you have to have m_advanced 1 also.

com_blood 0 - ?

cg_zoomfov 80" - r_fov, ain't no buildin zoom.

 

Have just checked up the cvars and not test them. Because I'm a lazy person that uses widgets. Think also that if you have a widget installed and you make changes in the widget and after that wants to save those settings. The settings writes to cfg when you saveconfig.

 

Like in my cfg I have this:

ui_define qz_zoom = 
{
    visible = true;
    userData = 
    {
        default_fov = 120;
        sens_mult = 1;
        key = "shift";
        anim_speed = 5;
        animate = false;
        auto_sens = true;
        zoom_fov = 90;
        default_sens = 3.840000;
    };
    cvars =
    {
        bind = 0;
    };
}

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thanks for replies, so i will just try to find all the cvar equivalents i need in the wiki, but i need to know if the syntaxis is correct, i mean, if I separate things with ; will it load?

 

bind game 4 "weapon 2; m_speed 3.4; cl_draw_gun 0; ui_crosshair_type 1; r_fov 100; m_advanced_acceleration 0.25"

is that correct?

 

also what is that "game" that the .cfg file applies when I bind stuff?

 

some have "game", others "me", others nothing

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i have managed to get it working

for some reason the developers here had the great idea of removing "" (why..)

anyway, now my question is, if when using lower fov, do i need to change sens, or it scales it perfectly automatically? in quakelive I used this formula

k = arctan[ 0.75 * tan( cg_zoomfov / 2 ) ] / arctan[ 0.75 * tan( cg_fov / 2 )

which gave me perfect feel compared to the rest of the fovs (I use lower fov for rail)

by perfect i mean, same cm moved to turn same distance

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game and me is for different binds. Game for ingame and me for map editor.

Don't think it was implemented at all. The game is still early access so many things can change.

I think you have to recalculate but what formula you should use I don't know. From my zoom widget I can read out this: zoom_sens = default_sens * (zoom_fov/default_fov) but if that works i don't know :P

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"bind game" for binds that only work when you are ingame

"bind me" is for binds that only work in the map editor

"bind re" is for binds that only work in the replay editor

bind" is global

so if you just do "bind mouse2 +jump" you wont be able to look around in editor mode anymore since it overwrites "bind me mouse2 +editorcameradrag"

 

Also just use the damn widgets or the in game menu already its way easier and has way more options. Settings you change in widgets are also saved to the end of you config file.

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