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Re: INV Key Binds

Posted: Tue Feb 17, 2009 1:53 pm
by Jon!
is there a way to chage my player name without changing my acc and getting lvl25? I do want to re-do my adren with a new acc, cause I made some mistakes, but I want to change the old one in case it all goes wrong again. Any help? I'd also like to stick an MMA> on my first acc and change the second acc to a new name

(ppls who were on when I said the new name dont spill!)

Re: INV Key Binds

Posted: Tue Feb 17, 2009 2:42 pm
by DW_BrainPan
Jons Return wrote:is there a way to chage my player name without changing my acc and getting lvl25? I do want to re-do my adren with a new acc, cause I made some mistakes, but I want to change the old one in case it all goes wrong again. Any help? I'd also like to stick an MMA> on my first acc and change the second acc to a new name

(ppls who were on when I said the new name dont spill!)

You need to contact Wraith about name changes (it must be done on the server side of things).
Give him all pertinent info (old name, new name, server 1 or 2).

Re: INV Key Binds

Posted: Wed Feb 18, 2009 5:37 am
by Jon!
okay, I will as soon as I've decided whether to dump my old AM, thanks.

Re: INV Key Binds

Posted: Fri Mar 20, 2009 10:16 pm
by Watty
I recently found one to add to this list of key binds.

set input X speech OTHER 30

This uses the voice taunt "Medic!" when the button is pressed.

I have this set to my E key to make it like TF2 :D

Re: INV Key Binds

Posted: Fri Mar 20, 2009 10:33 pm
by DW_BrainPan
Watty wrote:I recently found one to add to this list of key binds.

set input X speech OTHER 30

This uses the voice taunt "Medic!" when the button is pressed.

I have this set to my E key to make it like TF2 :D
It's already in here, but it doesn't hurt to tell ppl again.

Re: INV Key Binds

Posted: Sun Feb 14, 2010 3:16 pm
by trey
I know this has become an old thread but this seemed like the best place to post this. I play on the MonsterMash server and have discovered that the ability to select artifacts with the select function now is active on the server. I can use it to select most of the artifacts using the druids list from here http://ericdives.com/UT2004-UnCodex/Sou ... on.html#76

ArtifactKeyConfigs(0)=(Alias="SelectTriple",ArtifactClass=Class'DruidArtifactTripleDamage')
ArtifactKeyConfigs(1)=(Alias="SelectGlobe",ArtifactClass=Class'ArtifactInvulnerability')
ArtifactKeyConfigs(2)=(Alias="SelectMWM",ArtifactClass=Class'DruidArtifactMakeMagicWeapon')
ArtifactKeyConfigs(3)=(Alias="SelectDouble",ArtifactClass=Class'DruidDoubleModifier')
ArtifactKeyConfigs(4)=(Alias="SelectMax",ArtifactClass=Class'DruidMaxModifier')
ArtifactKeyConfigs(5)=(Alias="SelectPlusOne",ArtifactClass=Class'DruidPlusOneModifier')
ArtifactKeyConfigs(6)=(Alias="SelectMedic",ArtifactClass=Class'ArtifactMakeSuperHealer')
ArtifactKeyConfigs(7)=(Alias="SelectFlight",ArtifactClass=Class'ArtifactFlight')
ArtifactKeyConfigs(8)=(Alias="SelectMagnet",ArtifactClass=Class'DruidArtifactSpider')
ArtifactKeyConfigs(9)=(Alias="SelectTeleport",ArtifactClass=Class'ArtifactTeleport')
ArtifactKeyConfigs(10)=(Alias="SelectRod",ArtifactClass=Class'DruidArtifactLightningRod')

Selectglobe and selectMWM work fine but I cannot get selectmax to work. My only guess is that it was added to the DW code with a different name. I was wondering if anyone knows what the proper syntax is for selecting the Max Magic weapon artifact. For now I am using the prev technique :)

Thanks!

Re: INV Key Binds

Posted: Sun Feb 14, 2010 3:49 pm
by Skyline
Mutator_RPGKeys wrote:ArtifactKeyConfigs(0)=(Alias="SelectTriple",ArtifactClass=Class'DWRPG.Artifact_TripleDamage')
ArtifactKeyConfigs(1)=(Alias="SelectGlobe",ArtifactClass=Class'DWRPG.Artifact_GlobeInvulnerability')
ArtifactKeyConfigs(2)=(Alias="SelectMWM",ArtifactClass=Class'DruidsRPG200.DruidArtifactMakeMagicWeapon')
ArtifactKeyConfigs(3)=(Alias="SelectDouble",ArtifactClass=Class'DWRPG.Artifact_DoubleMagic')
ArtifactKeyConfigs(4)=(Alias="SelectMax",ArtifactClass=Class'DruidsRPG200.DruidMaxModifier')
ArtifactKeyConfigs(5)=(Alias="SelectPlusOne",ArtifactClass=Class'DWRPG.Artifact_EmpowerWeapon')
ArtifactKeyConfigs(6)=(Alias="SelectRepulsion",ArtifactClass=Class'DWRPG.Artifact_Repulsion')
ArtifactKeyConfigs(7)=(Alias="SelectMegaBlast",ArtifactClass=Class'DWRPG.Artifact_MegaBlast')
ArtifactKeyConfigs(8)=(Alias="SelectLifeBurst",ArtifactClass=Class'DWRPG.Artifact_LifeBurst')
ArtifactKeyConfigs(9)=(Alias="SelectMedic",ArtifactClass=Class'DWRPG.Artifact_MakeMedicWeapon')
ArtifactKeyConfigs(10)=(Alias="SelectFlight",ArtifactClass=Class'UT2004RPG.ArtifactFlight')
ArtifactKeyConfigs(11)=(Alias="SelectMagnet",ArtifactClass=Class'DruidsRPG200.DruidArtifactSpider')
ArtifactKeyConfigs(12)=(Alias="SelectTeleport",ArtifactClass=Class'UT2004RPG.ArtifactTeleport')
ArtifactKeyConfigs(13)=(Alias="SelectRod",ArtifactClass=Class'DruidsRPG200.DruidArtifactLightningRod')
ArtifactKeyConfigs(14)=(Alias="SelectSphereRegeneration",ArtifactClass=Class'DWRPG.Artifact_SphereRegeneration')
ArtifactKeyConfigs(15)=(Alias="SelectSphereDamage",ArtifactClass=Class'DWRPG.Artifact_SphereDamage')
ArtifactKeyConfigs(16)=(Alias="SelectRemoteEnhancement",ArtifactClass=Class'DWRPG.Artifact_RemoteEnhancement')
There are a few other commands I know of but haven't actually tried out yet.

Re: INV Key Binds

Posted: Sun Feb 14, 2010 3:55 pm
by trey
Ooo Thank you very much :)

I have searched everywhere, I cant find anything about the Max. I dont know how to "look through the code" or even if I can for this mod.

Re: INV Key Binds

Posted: Tue Jun 18, 2013 12:26 pm
by MMA_T1mesh1fter
Also nice to know:

Set input X InventoryPrevious = Previous artifact (instead of [ )
Set input X InventoryNext = Next artifact (instead of ] )

Set input X SelectTriple | InventoryActivate (Selects triple and activates it, should work on other artifacts too)
It is possible that this one changed since I first used it, but it still works for me.

Set input X togglescreenshotmode |OnRelease shot | OnRelease togglescreenshotmode (Pressing this makes the HUD invisible, on releasing the button it makes a screenshot and makes HUD visible again afterwards)

Set input X ShowScores|Stat Net|Stat FPS| OnRelease Stat None | onrelease ShowScores (On pressing button: Shows scoreboard, Shows FPS stats, shows NET stats.On releasing pressed button, returns screen to normal)

You can also combine this with some other commands to activate your shield gun alt fire while checking scores, switching to behindview to check for hungry raptors and on release: returning screen to normal and switch to link gun. The commands for this are:

Set input X ShowScores|Stat Net|Stat FPS| Pipedswitchweapon 1 | button bAltFire | behindview 1 | onrelease behindview 0 |OnRelease Stat None | onrelease ShowScores | onrelease pipedswitchweapon 5

Want to shoot a quick deemer when berserking with MP5 and switch back instantly afterwards?

Set input X pipedswitchweapon 0 | button Bfire | onrelease switchtolastweapon

And for a quick translocation (After you've shot a trans in the safe room:P)

Set input X Switchweapon 10 | onrelease button bAltFire

and some simple Teamsay commands

Set input X teamsay %
%L = Location
%W = Weapon
%H = Health
%S = Shield
%A = Adrenalin

Re: INV Key Binds

Posted: Fri Nov 28, 2014 6:07 pm
by Eric
I'm currently testing out summon charm key binds. I noticed that the Max Magic Modifier was as follows:

Max Magic Modifier = set input <key> SelectDouble | NextItem | InventoryActivate

As was Life Burst:

Life Burst = set input <key> SelectSphereRegeneration | PrevItem | InventoryActivate

So with that in mind, I've noticed when on my AM that the summon charm, or any other artifact I pick up is right after the globe. So I'm thinking Summon Charm would be as follows:

Summon Charm = set input <key> SelectGlobe | NextItem | InventoryActivate

Just tested this and it worked so long as summon charm was right after the globe. This should work with MM & WM if the artifacts are in the correct order.

I'm going to test this with my medic as follows:


Summon Dragon Fly = set input <key> SelectSphereRegeneration | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | NextItem | InventoryActivate
OR
Summon Dragon Fly = set input <key> SelectSphereRegeneration | PrevItem | PrevItem | InventoryActivate

Also:
Summon Pupae = set input <key> SelectSphereRegeneration | NextItem | NextItem | NextItem | InventoryActivate

I tested this, so long as the originally showing artifact (the one you see on screen) is either Lifeburst, Sphere, Medic Maker or Kill Pet, then all 3 of those summon key binds works. But if the originally showing artifact is any summon charm, even the one that you want, then the key bind switches to another summon pet artifact and activates that.

The number of "NextItem" needed will be consistent for everyone. However, the number of "PrevItem" changes depending on how many levels of Loaded Monsters you have. I've programmed a pupae, razorfly and gasbag for now.