Echo to screen


(Kermit) #1

Is it just me or is the echo to screen not working :frowning:

as far as Im concerned (and I guess 80% of regular fps players) echo is a very important for the execution of scripts for class selection, name changes etc… and tbh I’m lost w/o it working correctly. My scripts do echo to console, but thats pointless.

If this is delibrate & stays like this in the next release then tbh I can’t see me playing ET at all and will stick with RTCW & 3rd party mods as I have “solely” for the last year or so. Without echo for scripts it makes playing the game well & properly a labourious task for which I will have no time and this isn’t what I want

So is it just me, is there a new cmd for echo to screen (such as s_echo) or what?

pls pls some1 at SD answer this :banghead:


(Kermit) #2

can ne1 else confirm the echo problem in the meantime :bump:


(Wils) #3

The echo problem is a known issue - it’s annoying me as well :slight_smile:

You can enable it on a local server by running in devmap and setting con_drawnotify 1, for now.

[edit: erm, although devmap may not work in the ET Test… ;)]


(Kermit) #4

hehe

thx for the reply at least I now know its not delibrate and that you’ll be working on it :clap:


(EiseN) #5

While we 're at it, why are the vstr binds unusable? Is that intended or a bug?


(Kermit) #6

err

I set set devdll 1 in my autoexec.cfg

and \seta con_drawnotify 1 in my binds but it doesn’t work

typing \con_drawnotify 1 in the console brings up con_drawnotify is cheat protected

I guess devmap is differnet from set devdll 1 if so how to I set up devmap?

btw This is just so I can test/ready my binds/scripts in preparation :smiley:


(nakedape) #7

devmap is disabled in the test


(Kermit) #8

I guess thats a necessity at this early stage of public testing :frowning:

promise me you’ll release a small patch as soon as the script echo problem is resolved or maybe you could just email me it :smiley:

:wink:


(Weaver24) #9

What is an echo?


(Kermit) #10

your prolly saying that :stuck_out_tongue:

but in case your not

echo is a command used in scripts (q3 based engines and prolly others) that outputs text to the player screen and/or console for the information purposes (ie not outputed to chat) and appears top/left usually

Example - this script of mine cycles thru a range of “Field of Views” (FOV) and echo’s the FOV being used on each press of the bound key [f in my case] to my screen so I know which I’ve settled on

// FOV TOGGLE - Toggle between FOV 90 to 140
bind f “vstr fovchange”
set fovchange “vstr fovX1”
set fovX1 “cg_fov 90;set fovchange vstr fovX2; echo ^1[^7FOV ^490^1]”
set fovX2 “cg_fov 95;set fovchange vstr fovX3; echo ^1[^7FOV ^495^1]”
set fovX3 “cg_fov 100;set fovchange vstr fovX4; echo ^1[^7FOV ^4100^1]”
set fovX4 “cg_fov 105;set fovchange vstr fovX5; echo ^1[^7FOV ^4105^1]”
set fovX5 “cg_fov 115;set fovchange vstr fovX6; echo ^1[^7FOV ^4115^1]”
set fovX6 “cg_fov 120;set fovchange vstr fovX7; echo ^1[^7FOV ^4120^1]”
set fovX7 “cg_fov 125;set fovchange vstr fovX8; echo ^1[^7FOV ^4125^1]”
set fovX8 “cg_fov 130;set fovchange vstr fovX9; echo ^1[^7FOV ^4130^1]”
set fovX9 “cg_fov 135;set fovchange vstr fovX10; echo ^1[^7FOV ^4135^1]”
set fovX10 “cg_fov 140;set fovchange vstr fovX1; echo ^1[^7FOV ^4140^1]”

btw this script works fine in ET (as well as rtcw), but just doesn’t echo to screen FOV 90 or FOV 110 etc…


(Kermit) #11

I’ve just noticed this in my class selection scripts that use 4 keys to toggle thru Solider classes (1 key) then S.Ops, Covert, Med & Eng classes (1 key) for each side (4 keys in all)

The script seems to fail after toggling twice and appears to go dead (no output at all in console) until I exec my binds.cfg file again.

Not sure if its the vstr cmd thou cos the FOV script (above post) toggles thru all 10 FOV’s and loops as it should (w/o the echo of course)