Is it possible ...

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Is it possible ...

Postby TalibKweli » Wed Oct 24, 2012 14:15

too bind in the cfg for every class, the second hand too single pistol ?

Code: Select all
//Classe selector

bind F5 "class m 1;cmd say_team ^0*^7Medic"
bind F6 "class f 1;cmd say_team ^0*^7Field"
bind F7 "class e 1;cmd say_team ^0*^7Engi^0*^7smg"
bind F8 "class e 2;cmd say_team ^0*^7Engi^0*^7rifle"
bind F9 "class c 1;cmd say_team ^0*^7Covert^0*^7sten"
bind F10 "class c 2;cmd say_team ^0*^7Covert^0*^7fg42"
bind F11 "class c 3;cmd say_team ^0*^7Covert^0*^7sniper
bind F12 "class s 4;cmd say_team ^0*^7Panza


Thx in advance :) .. Cheers, Talib
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Postby Ninjadeer » Wed Oct 24, 2012 15:42

yes it should be, but you need to do different configs for both teams as choosing single pistol works only with this command:

/team [1] [2] [3] [4]

[1]= team s/r/b
[2]= class 0=sol 1=med 2=eng 3=fop 4=cov
[3]= weaponslot 3
[4]= weaponslot 2

Thompson: 8
MP40: 3
Colt: 7
Luger: 2
Silenced Colt: 38
Silenced Luger: 14
Akimbo Colts: 34
Akimbo Lugers: 35
Silenced Akimbo Colts: 44
Silenced Akimbo Lugers: 45
M1 Garand: 23
K43: 22
Sten: 10
MP34: 56
FG42: 31
BAR: 51
Shotgun: 47
Scoped M1 Garand: 24
Scoped K43: 30
Browning: 49
MG42: 29

take a look at this topic
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Postby TalibKweli » Wed Oct 24, 2012 16:54

Thx Ninja, that will help :)
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Postby ckEy » Wed Oct 24, 2012 20:46

or just follow the ckey way, ignore nq settings, have only one, and do !resetmyxp everytime you spawn ... who cares about xp anyway :>

c
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Postby egglaf » Wed Oct 24, 2012 22:50

Some more weapon numbers: (source nq lua documentation). I suppose you can't use all numbers, because some numbers are for the same weapons, only for different statuses, as in set MG and not.

Code: Select all
WP_NONE,         //  0 - nothing, sometimes kick reference as this
WP_KNIFE,         //  1 - axis knife
WP_LUGER,         //  2 - P08 9mm Luger pistol
WP_MP40,         //  3 - MP40 smg
WP_GRENADE_LAUNCHER,      //  4 - Axis stick grenade
WP_PANZERFAUST,         //  5 - Axis Panzerfaust weapon
WP_FLAMETHROWER,      //  6 - American flamethrower
WP_COLT,         //  7 - American Colt .45 cal pistol
WP_THOMPSON,         //  8 - M1 smg
WP_GRENADE_PINEAPPLE,      //  9 - American frag grenade
WP_STEN,         // 10 - British Sten MKII
WP_MEDIC_SYRINGE,      // 11 - Morphin syringe
WP_AMMO,         // 12 - Ammo pack
WP_ARTY,         // 13 - Arty shell, also it's ammo sents airstrike/arty availability to client
WP_SILENCER,         // 14 - P08 with silencer on
WP_DYNAMITE,         // 15 - Dynamite pack
WP_SMOKETRAIL,         // 16 - Smoke on arty hit as well as it's explosion
VERYBIGEXPLOSION,      // 17 - explosion effect for airplanes
WP_MEDKIT,         // 18 - Medkit 'launcher'
WP_BINOCULARS,         // 19 - Binoculars
WP_PLIERS,         // 20 - Enineer's pliers to build/repair/plant/disarm stuff
WP_SMOKE_MARKER,      // 21 - Airstrike marker smoke grenade
WP_KAR98,         // 22 - Engineer's K43
WP_CARBINE,         // 23 - Engineer's M1 Garand
WP_GARAND,         // 24 - Covert's M1 Garand
WP_LANDMINE,         // 25 - landmine
WP_SATCHEL,         // 26 - satchel 'launcher'
WP_SATCHEL_DET,         // 27 - satchel detonator
WP_SMOKE_BOMB,         // 28 - Covert's smoke grenade
WP_MOBILE_MG42,         // 29 - Mobile MG42
WP_K43,            // 30 - Covert's K43
WP_FG42,         // 31 - FG42
WP_DUMMY_MG42,             // 32 - storing heat on mounted mg42s
WP_MORTAR,         // 33 - Allied Mortar
WP_AKIMBO_COLT,         // 34 - akimbo colts
WP_AKIMBO_LUGER,      // 35 - akimbo lugers
WP_GPG40,         // 36 - Grenade launcher for K43
WP_M7,            // 37 - grenade launcher for M1 Garand
WP_SILENCED_COLT,      // 38 - Colt with silencer on
WP_GARAND_SCOPE,      // 39 - Active scoped M1 Garand
WP_K43_SCOPE,         // 40 - Active scoped K43
WP_FG42SCOPE,         // 41 - Active scoped FG42
WP_MORTAR_SET,         // 42 - deployed mortar
WP_MEDIC_ADRENALINE,      // 43 - adrenaline syringe
WP_AKIMBO_SILENCEDCOLT,      // 44 - akimbo silenced colts
WP_AKIMBO_SILENCEDLUGER,   // 45 - akimbo silenced lugers
WP_MOBILE_MG42_SET,      // 46 - deployed MG42
WP_SHOTGUN,         // 47 - Winchester Model 1897 12-gauge
WP_KNIFE_KABAR,         // 48 - US KABAR Combat Knife
WP_MOBILE_BROWNING,      // 49 - Browning .30 Light Machinegun
WP_MOBILE_BROWNING_SET,      // 50 - (as above with bipod deployed)
WP_BAR,            // 51 - Browning Automatic Rifle
WP_BAR_SET,         // 52 - (as above with bipod deployed)
WP_STG44,         // 53 - Sturmgewehr 44 Assault Rifle
WP_STEN_MKII,         // 54 - Sten MkII SMG (unsilenced)
WP_BAZOOKA,         // 55 - M1 Bazooka Anti-Tank
WP_MP34,         // 56 - Solothurn S1-100 SMG
WP_MORTAR2,         // 57 - Axis mortar
WP_MORTAR2_SET,         // 58 - deployed Axis mortar
WP_VENOM,         // 59 - Venom machinegun
WP_POISON_SYRINGE,      // 60 - poisoned syringe
WP_FOOTKICK,              // 61 - foot kick
WP_NUM_WEAPONS         // 62 - NOTE: this cannot be larger than 64 for AI/player weapons!

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Postby afk70 » Thu Oct 25, 2012 8:52

Mine, ©Smad :

bind 1 "team r 1 3 2; echo ^a=^7Medic^3+^7Smg^a=^7"
bind 2 "team r 2 3 35; echo ^a=^7Engi^3+^7Smg^a=^7"
bind 3 "team r 2 22 35; echo ^a=^7Engi^3+^7Rifle^a=^7"
bind 4 "team r 3 3 35; echo ^a=^7FieldOp^3+^7Smg^a=^7"
bind 5 "team r 4 56 45; echo ^a=^7CovOp^3+^7MP34^a=^7"
bind 6 "team r 4 31 45; echo ^a=^7CovOp^3+^7FG42^a=^7"
bind 7 "team r 4 30 45; echo ^a=^7CovOp^3+^7Sniper^a=^7"
bind 8 "team r 0 29 35; echo ^a=^7Soldier^3+^7MG42^a=^7"


bind 1 "team b 1 8 7; echo ^a=^7Medic^3+^7Smg^a=^7"
bind 2 "team b 2 8 34; echo ^a=^7Engi^3+^7Smg^a=^7"
bind 3 "team b 2 23 34; echo ^a=^7Engi^3+^7Rifle^a=^7"
bind 4 "team b 3 8 34; echo ^a=^7FieldOp^3+^7Smg^a=^7"
bind 5 "team b 4 10 44; echo ^a=^7CovOp^3+^7Sten^a=^7"
bind 6 "team b 4 51 44; echo ^a=^7CovOp^3+^7Bar^a=^7"
bind 7 "team b 4 24 44; echo ^a=^7CovOp^3+^7Sniper^a=^7"
bind 8 "team b 0 49 34; echo ^a=^7Soldier^3+^7Browning^a=^7"


afk

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