The Aux config file holds my advanced aliases and binds. It is meant to load over the wcBase.cfg which holds the basic movement and inventory control bindings.
Functions added by this layer are:
Weapons raise into view when changed by the user, and hidden when they are first fired. Unfortunately, given the limited scripting abilities of Quake2, there is no way to show weapons that have changed due to an ammo shortage. Only weapons-changes triggered by the player can be trapped by a script.
A four category based AutoWeapons system. Calling any of the four functions provided switches to the best available weapon from that category. Due to a "bug" with Quake2, there is some additional functionality. Selecting a category once gets you the best weapon, but selecting the same category a second time switches to the next best weapon. This is actually quite useful. The categories are:
(Blaster, Shotgun, Super-Shotgun)
(Machine-gun, Chaingun, HyperBlaster)
(Grenades, Grenade Launcher, Rocket Launcher)
(Railgun, BFG10K)
Note: The order of preference is reversed by default by personal preference
Pressing a key bound to rjToggle switches your weapon to the Rocket Launcher, and changes your normal jump keys to perform a RocketJump. All settings are restored upon completion of the jump.
I have been disappointed with other rocket jumps because they require you to first, manually switch to the rocket launcher and then press the rocketjump key, which is probably not right next to your movement keys. I decided to make a "settable" rocketjump instead. Instead of switching weapons, you press the "set" key, which does the rest of the work for you, and then you can use your normal, conveniently-placed jump key to perform the jump. Additionally, the fact that the -moveup event does not fire until you let go of the jump key gives you some amount of control over height and distance. Also, your weapon does not switch back until you let go of the jump key, this allows for some amount of "Death from above".
A smooth-zooming sniper mode with three distinct modes of operation:
As long as the bound key is held down, the display remains zoomed in, when it is released, the display returns to normal.
Pressing the bound key once zooms the display in. Pressing the key again returns the display to normal.
Just like toggle mode except that in addition to the toggle mode, firing a weapon returns the display to normal. The display remains zoomed in as long as the weapon is firing, and returns upon cease-fire.
Allows the player to change between running and walking at the press of a key. No more holding "Shift".
Leaves a trail of grenades behind you. Stops those pesky tailgaters. This one has two modes of operation.
Drops grenades as long as you hold down the bound key, restores your weapon selection when you let go.
Leaves your hands free to dodge that enemy fire.
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Last updated 10/05/01
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