![]() ![]() I will update this post (and the other parts) if changes are needed. ![]() Also please inform me if you think a variable/command does not belong into the section it is put into. If you still miss something important then please leave a message (in a new thread as this one is gonna to be locked). If you wonder if a particular variable/command is not shown within a part, the chance is high that it will be included in another part of this guide. ![]() I have also included important mod variables/commands (Q3, ioQ3, UnFreeZe), which is shown in the description for each variable/command. logical procedure.Īs the Quake 3 engine is not able to proceed config files that are larger than a particular file size (I think about 18 kBytes) and in order to find them faster, I split all variables/commands into separate smaller config files. First, I sorted them alphabetically to find them faster but I've come to the conclusion that it is better arranging them to their respective area and by hierarchy resp. In the last months I have spend several hours/days in order to organize the most important Q3 variables and commands. You will also propably find more descriptions. In short, it opens a path to full blown programmability.Here you can ask questions, make suggestions and debate settings, engine behaviour, etc. This, in many ways, also leads into comparison expression (equal to, not equal to), conditional statement structures (if-then-else), and looping (for-each-parameter). Patches at a later date will include parameterized aliases ("functions"). Likewise, storing/defining aliases is stored in a cvar with the alias's name prepended with ampersand ( &): " alias foo" => " &foo".Īs a result, an alias can also be run in the form " vstr &aliasname". If the cvar is empty or undefined, the alias returns as an unknown command. Running aliases is accomplished simply by prepending ampersand ( &) to any unrecognized command,Īnd attempting to " vstr"-run the resulting name Since the commands array is fixed at compile time,ĬG_ConsoleCommand() is a convenient place to handle commands defined at run-time (aliases). However, the aliases themselves must act as normal commands, too. The " alias" command is added as any normal command. The major hook is in CG_ConsoleCommand() in cgame/cg_consolecmds.c. You can go ahead and try, but the builtin command will take precedence. You cannot create an alias that has the same name as a builtin command. However, note that the bind for ' k' lacks the string " vstr". Pressing ' k' causes your player to drop the flag, then commit suicide (preventing an immediate flag return in Q3TA CTF). When ' b' is released, your character will stop crouching (and maybe still continue gesturing). Holding down ' b' will cause your player to crouch and start gesturing. When bound directly to a key, the ' +Useless Examples Note the lack of a leading "vstr".Īlias names with the form of " + aliasname" or aliasname Runs the given alias name aliasname as a command. alias aliasname " commands commands" Assigns the provided command sequence to the given alias name. alias aliasname List the content of the given alias named aliasname. The beginning ampersand ( &) in the alias name indicates that it is an alias. alias Lists all known aliases and their contents. (Note: the beginning slash ( /) is needed if run from the drop-down console (the "~ console")) The packaged-action form precludes the need of prefixing " vstr" for scripting.Īctions can be bound to both key-presses and key-releases, instead of only to key-presses. To provide key-press, key-release, and packaged-actions command aliases. ![]()
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