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Why does console list 4 different taunt types if there's only 1 tauner per character?


Aerys

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I've been wondering that myself.

 

I was wondering allot about the console commands, and if anybody was working on sorting out a complete list of the commands and their functions.

 

Also, I know you're allowed to use CFG files, but I was wondering if you can script aliases like in HL. So you could write an alias like "DetonatePaks" that would switch to the det packs, use secondary fire and switch back to the previous weapon. Because cycling through the explosives is sometimes tedious.

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I think I have found the solution to this, in that they are commands that NPC's use. If you play a single player game, load up any map (I prefer ffa_bespin), and dump some good guys and bad guys into the game (via npc spawn command), you will see that the bad guys taunt after killing someone (therefore the /tauntDeath command), and taunt when their opponent runs away, etc.

 

So perhaps these commands are used in the .bot files? This is the only thing I can come up with.

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Originally posted by FTS_Proctor

I've been wondering that myself.

 

I was wondering allot about the console commands, and if anybody was working on sorting out a complete list of the commands and their functions.

 

Also, I know you're allowed to use CFG files, but I was wondering if you can script aliases like in HL. So you could write an alias like "DetonatePaks" that would switch to the det packs, use secondary fire and switch back to the previous weapon. Because cycling through the explosives is sometimes tedious.

 

I believe you can use the commands cvarlist and cmdlist to get some help with the console. I'm not completely sure, but I think you can do something like "cvarlist a" and get all the cvars that start with the letter A. You can type 'condump file.txt' to save your console log to a file.

 

There isn't an alias command in this game, but you can use the set command which does the same thing. However, I haven't figured out a way to script the situation you've brought up. 'Cycling through the explosives' is precisely the problem I'm having. It would be easy if you always had all the explosives, but since you might have one or all three at any time, I don't really know what to do with that.

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