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Thread: A minor suggestion for the voting keys/numbers
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09-01-10, 10:51 PM #11
Re: A minor suggestion for the voting keys/numbers
this is so annoying/frustrating when playing. there has to be some way for the menu to not effect binds.
its used on other servers.
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09-01-10, 10:57 PM #12Re: A minor suggestion for the voting keys/numbers
Binds and for noobs.
"Look at me once means trouble, twice means death"
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09-02-10, 01:39 AM #14
Re: A minor suggestion for the voting keys/numbers
or just hit a random key then when you have a chance revote, I see making it 6-0 causing problems somewhere else in lonestar.
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09-02-10, 01:53 AM #15Re: A minor suggestion for the voting keys/numbers
Why should a map vote ever interupt gameplay?
Why are we using weapon switch keys to vote when it can be easily fixed. It's an inconvenience. And a dumb one at that. Why is switching to 6-0 a big deal and why would it be hard to do so?
Why should I be hitting a random key to get rid of the vote, then type "revote" to actually vote. Revote actually means - vote again. If I'm using revote to vote first, then what's the point in having a revote?
Is it possible to have 1-5 active while the map vote is up? This would give players the opportunity to vote when they wanted.Last edited by Vulcan30; 09-02-10 at 02:01 AM.
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09-02-10, 01:57 AM #16
Re: A minor suggestion for the voting keys/numbers
if the vote was from 6-0, and other buttons could not remove the vote screen, this would be ideal
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09-02-10, 01:44 PM #17
Re: A minor suggestion for the voting keys/numbers
Well how LS works now it uses your weapon slot commands as menu commands. I'm sure it could be changed if everyone put custom binds on, but right now 'slotX' both pulls out that weapon and votes for that choice so during votes it only counts the voting command.
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind "0" "slot10"
bind "kp_end" "LS_Menuoption1"
You could use the numberpad to vote and the weapon numbers would be uneffected by the votes.
But everyone would need to put in custom binds for LS to work that way.
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09-03-10, 01:26 AM #18
Re: A minor suggestion for the voting keys/numbers
Guys it doesn't work like you think it works.
The menu system is completely controlled by the source game engine itself. LS just asks the game to pop up some text in a special dialog box. That's all the control LS has.
The game engine then takes over, puts the text in a special dialog box, disables the numeric keys that normally operate your weapons, waits for one of them to be pressed, and once you press a valid one it will take down the dialog box and tell LS what key you pressed.
LS has no control over the dialog box. It only has control over (1) the text shown and (2) what number keys are considered "valid" to press. It can't use special binds, can't use non-number keys, can't make the numbers available to switch your weapons, etc. The game engine itself shifts all of that around.
At best LS can not use number keys 1-5 so that you don't vote when you were trying to swtich a weapon (this works because LS will say 1-5 keys are not valid, so the game will keep the dialog up until you hit something that is valid). But note that because the dialog is still up, the game engine itself will still not let you switch your weapon.
I think the better answer is to be more intelligent about when it pops up.Last edited by Ewok; 09-03-10 at 01:32 AM.
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09-03-10, 08:44 AM #19
Re: A minor suggestion for the voting keys/numbers
Maybe beginning of the next round (at least for TF2). That way the map doesnt change in the middle of the current round (could possibly be a firefight). Round ends, vote comes up, and 45 seconds later, youre off to a new map. That way that last 45 seconds is just for shits and giggles, kind of like how TF2 gives about 20 seconds at the beginning of a map change to Wait For More Players where people just dick around.
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