Context Binds for Weapons


(Cankor) #1

In ETQW we have context binds for classes and vehicles, and both are really useful. One thing i wish was implemented, and I hope can get implemented into Brink, is context binds for weapons.

As an example of how this would be useful, consider that I don’t have 100% mobility in my left hand, it’s hard enough to dodge around and stuff, making the stretch up to the number keys is sometimes very difficult for me, so I like to do as much weapon switching as possible with my mouse hand. For instance in ETQW, I have MouseUp bound to the primary tool for each class (this has to be a class context bind because the primary tool isn’t necessarily tool1 for every class). Lots of weapons or tools don’t have an alt-fire function, so in those cases it would be nice to map the right mouse button (or some other un-needed mouse button) to some other function (possibly to switch back to the primary weapon or something).

Another example, say I want a button on my mouse which maps to a weapon switch dependent upon which weapon i currently have in hand, I could do that with a weapon context bind. Say I am a soldier and have a rocket, I want my weapon switch button to pull up my SMG, but if I have an SMG I want it to equip my Heavy weapon.

So that’s where a context bind for weapons would be useful, and it would be really cool.

Also, it would be nice to be able to show the gun model based on the weapon selected. In W:ET we could do this, so for instance when your needle was out or you had a grenade in your hand you could show the gun model, but otherwise hide it. But you can’t do that in ETQW. Would be cool to be able to pick which weapons you wanted to show the gun model on and which you didn’t.


(DoubleDigit) #2

I see no reason for this not to be implemented, especially since older titles have this.


(Senethro) #3

You ever think about buying pedals and binding left hand functions to them cankor? :smiley:


(tokamak) #4

How the hell did you skip year 2?


(Cankor) #5

Yes, I have them! I have my talk to push buttons on them.


(light_sh4v0r) #6

Not completely relevant, but certainly a good question…:confused:


(WhiteAden) #7

it seemed like 2… Actually… lol


(kamikazee) #8

[QUOTE=tokamak;206865]How the hell did you skip year 2?[/QUOTE]Hax! Into the troll pit with him!

That, or the script might just have fubared. Poke Salteh or badmen when you have the time.


(digibob) #9

There is no year 2 :stuck_out_tongue:


(Ashog) #10

I really hope SD doesn’t forget to support more than 3 basic mouse buttons and implement the conditional binding (e.g. “shift”, “alt”,“ctrl” modifiers of any other key, just like it is in ETQW)…
Because only ETQW - 1 game out of all I have played - supports binding the tilt_left and tilt_right of my G9 mouse wheel, which i use for weapon switching.

I sincerely hope this will not be nerfed down in Brink :o

P.S. As for context binding I agree with Cankor, the more contexts (incl. weapon carried) there exist, the more flexible and button saving the binding process gets. I for one was missing the “unconcious” context in ETQW years back when it was released. In Brink, one has the unconcious state as well, so it might be very handy to have that context. Also, contexts such as “dead (or gibbed)”, “spectator” and team or class connected contexts would be not bad.


(Cankor) #11

[QUOTE=brutt01d;207149]I really hope SD doesn’t forget to support more than 3 basic mouse buttons and implement the conditional binding (e.g. “shift”, “alt”,“ctrl” modifiers of any other key, just like it is in ETQW)…
Because only ETQW - 1 game out of all I have played - supports binding the tilt_left and tilt_right of my G9 mouse wheel, which i use for weapon switching.
[/QUOTE]

What are those, buttons 6 and 6 or something like that? Typically you just use the mouse software to assign some unused out of the way key to them and bind to that. I have a MS Sidewinder with the thumb buttons stacked one over the other (the only sensible arrangement for two buttons on the side of a mouse I’ve ever seen) and I have one assigned to “[” and the other to “]” and use those in my binds.cfg (I have a note in there to remind me, cause I’m old and can’t remember: // [=top thumb you old fart

(bottom button is crouch, top button is primary weapon or secondary if I’m carrying a rocket, so I can whip out my SMG fast).

This actually illustrates my point, I want that button to pull out the SMG if I’m carrying a rocket, but I want it to pull up my Rocket if I’m carrying an SMG. Weapon context binds would let me do this (you can do it in W:ET with a complicated script, in ETQW the underscore on the weapon binds mean you can’t write those kind of scripts. I know those underscores are there to keep hacky scripts out, but this is an accessibility issue. Hopefully it wouldn’t open up the scripts to abuse?

help us gimpy handed guys out!


(Nail) #12

bind mouse2 “weaponbank 5; cg_drawgun 1”
bind mwheelup “weaponbank 6; cg_drawgun 1”
bind mwheeldown “weaponbank 3; cg_drawgun 0”
bind mouse3 “weaponbank 7; cg_drawgun 1”
bind mouse4 “+movedown”
bind mouse5 “+prone”

always worked for me in W:ET (I play engi)
I’d like it to be that easy in Brink


(Ashog) #13

Unless one has all available buttons on keyb already bound, like in my case :smiley:

Mostly with voicechats though, hehe :slight_smile:


(darthmob) #14

In my opinion the issue with drawgun in ETQW was no gamebreaker. Not being able to hear reload sounds with ui_drawgun 0 was more irritating than not being able to see medpacks or your knife. Nevertheless, +1 for the advanced drawgun settings.

Three posts from Rahdo on weapon bindings / controls in Brink: #1, #2, #3

I’m not sure how to map all the abilities (melee attack, grenade throwing and the 4 actions) but some sort of modifier or shift key might help with that.