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Idea for guard interface - auto-dropping of flares

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  • Idea for guard interface - auto-dropping of flares

    I think that if a guard is holding a flare and hits the weapon key, it should automatically drop the flare and bring out the weapon. Sometimes in laggy situations, it's hard to drop that flare.. and it'd be easier just to pound on the 3 key to whip out your weapon.

    Of course, if you could hold a flare AND the weapon at the same time, this wouldn't even be an issue..

  • #2
    If guards could hold flares and weapons at the same time, flare-scanning would be a bigger issue than it is now. :|

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    • #3
      Good idea, Slappy. A new idea, and surprisingly, a refreshingly simple one.
      "Garlisk's got a lov-el-y bunch of coconuts."

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      • #4
        Try my keybinding tutorial which will be released soon. I might include the code that lets you do that. But it's a big MAYBE. :wink:

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        • #5
          Originally posted by طmega
          Try my keybinding tutorial which will be released soon. I might include the code that lets you do that. But it's a big MAYBE. :wink:
          If only they knew eh
          On demand this signature has been changed. I hope nobody was insulted or got harmed due to my signature. If this is the case, I'm fully responsible for the harm that was done. Do you feel harmed or you simply want a listening ear?

          Call 0900-PHAE

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          • #6
            Originally posted by طmega
            Try my keybinding tutorial which will be released soon. I might include the code that lets you do that. But it's a big MAYBE. :wink:
            I can see how you could probably do that with key aliases... I should see what I can do, maybe later today if I have time.

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            • #7
              How is your alias going to tell if you have a flare out or not? If you right-click with a flare out, you drop it. But if you don't have a flare out (or some other item held), you'll use any object you have selected. For example, if you have a flare selected (but not lit/held), your alias will light the flare!

              At least that will happen unless you do some fancy stuff that I don't know how to do, which is entirely possible since I know very little about UT script.

              Please post any findings here!

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              • #8
                Hmmm, very interesting indeed.
                BobTheDog says, "Now you've gone too far!"

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                • #9
                  Originally posted by Slappy
                  How is your alias going to tell if you have a flare out or not? If you right-click with a flare out, you drop it. But if you don't have a flare out (or some other item held), you'll use any object you have selected. For example, if you have a flare selected (but not lit/held), your alias will light the flare!
                  Simple problem, simple solution: first, set the selected item to nothing. The ClientNoItem command does this. (This will not drop anything.) Next, issue a DropHeldItem command to drop the lit flare. Finally, pull out the weapon you want to use to beat down those damn taffers.

                  For example:
                  2=ClientNoItem | DropHeldItem | ThSwitchWeapon 2

                  I'm setting this up so that I only do this as a guard, as I see no reason to set it up this way as a thief.

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                  • #10
                    Keep on trying. :twisted:

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                    • #11
                      Originally posted by طmega
                      Keep on trying. :twisted:
                      Since I don't know much about the Unreal Engine, I doubt I will.

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                      • #12
                        Hey, I don't know much about the unreal engine either.

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                        • #13
                          Originally posted by طmega
                          Keep on trying. :twisted:
                          Then how about this?

                          2=ClientNoItem | DropHeldItem | OnRelease ThSwitchWeapon 2


                          Just guessing, but does DropHeldItem only work with inventory items and not with junk items? If so, then the following should work:

                          2=ClientNoItem | frob | Button bFrob | OnRelease unfrob | OnRelease ThSwitchWeapon 2

                          Which would throw the flare instead of dropping it.
                          Hippopotomonstrosesquippedaliophobia, n. See also Irony.

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                          • #14
                            Originally posted by Salvage
                            Originally posted by طmega
                            Keep on trying. :twisted:
                            Then how about this?

                            2=ClientNoItem | DropHeldItem | OnRelease ThSwitchWeapon 2


                            Just guessing, but does DropHeldItem only work with inventory items and not with junk items? If so, then the following should work:

                            2=ClientNoItem | frob | Button bFrob | OnRelease unfrob | OnRelease ThSwitchWeapon 2

                            Which would throw the flare instead of dropping it.
                            My code works, I've tested it. But if you would rather throw the lit flare than just dropping it, I suppose that would probably work.

                            I'm thinking Omega has some way of dropping ONLY a flare, and not switching inventory items with ClientNoItem. The advantage is that you could have a lit flare and an item selected while switching weapons, but I have no idea how to accomplish this.

                            Care to give us a hint, Omega?

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                            • #15
                              Regardless, my technique works. I've now done extensive testing. This is in my GuardBinds.txt file for weapon switching:

                              set input 0 weapon0 (You can see how this would go for each weapon, so I won't list them all here.)

                              weapon0 is an alias. The definition works like this:

                              Aliases[29]=(Command="ClientNoItem | DropHeldItem | ThSwitchWeapon 10",Alias=weapon0)

                              Of course, the ThiefBinds.txt file sorts everything back:
                              set input 0 ThSwitchWeapon 10

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