Brink scripting

So, I wanted to tweak around with the configs of this game, but they don't seem to follow the exact same pattern as they did in iDTech 3 games.

I wish to make a script that highens my sensitivity when I scope/ironsight to make up for the ridicilously small turnspeed with scopes especially. Would really help as I wouldn't need to reach the DPI switch on my mouse each time I want to use a sniper rifle (inb4 noodle and his pictures).

However, the following ridicilously simple bind doesn't seem to work at all:
bind mouse2 "_altattack;set sensitivity 4"
it says "unknown command _altattack". When I input just bind mouse2 "_altattack" it works regularly, but of course doesn't change the sensitivity as desired.

I fear that there might be some retarded artificial system in place to block binds like this (e.g. the _ in front of altattack, as the same character is found in almost every other movement related cvar too), but being unfamiliar with iDTech4, I figured to ask first. Besides, such a restriction wouldn't even block people from highening the sensitivity when scoping because most mice still have a DPI switch button - I just don't find it as convenient.

Other than that, I find sniping in Brink even easier than in ET. You can have both a sniper and an SMG, *and* you can play a class that has self healing or self resupplying skills when sniping. Oh, and the rifles don't have as much recoil so simply doubling your DPI seems to be enough to spray people to death in close quarters in three shots using the Dragunov ripoff rifle (can't remember the Brink'd name) and an ACOG.
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22
nice story
Quote by google hitYou can't script _commands that have the underscore at the start, never have been able to with idtech4, that's why bind mouse2 "_altattack; toggle ui_showgun" won't work.


Try "set sensitivity 4; "_altattack"". Maybe it goes through since the _command goes last, I give this a 1/10000 probability of success
So basically they're giving an upper hand to everyone who owns a mouse with a DPI switch.
Oh well, in hopes of a promod fixing this.
Parent
why bother with scoping anyways it has little to no impact on spread / recoil / accuracy ,,, there more i play there more i think about removing ironsight from my bindlist
It helps with the rifles when you use a scope, but yeah, I haven't practically ever used the iron sights on SMGs or assault rifles. They have like less spread and recoil when shot from the hip than with iron sights :-)
Parent
ye i dont like rifles ... have the feeling that a pistol is way more accurate. so i run around with a smg pistol setup 24/7
Parent
g_ironSightSensitivityModifier "x"

no need for scripting.
Seems to be cheat locked - it's not changeable in-game and setting it in the main menu is in vain as it resets upon starting a game.
Parent
oh, didnt know that.

jesus SD, why lock something like THAT
Parent
Burneddi you like the game? Do you think it makes sense in competition as it stands now and what would you change to make it better for competition?
The general gameplay is fine IMO. The game offers you all the keys you need for succesfull skill-based teamplay, the objectives are nice (although some maps need competitive versions to be made of them, a couple of them are too easy to defend and some chokepoints could be removed etc) and the map designs generally work out, even though they seem a bit complicated the first time you play them.

There's many things that could be polished to make the game more competitive though. I don't think there's any way to selfkill at the moment bar throwing a grenade at your feet, so I think an option for that should be added. There is a /kill command which should do what it says on the tin, but it's cheat protected. There are dozens of weapons and your weapon choices aren't restricted by your class, but by your body type (heavy, medium, light). This has it's ups and downs, but I think the weapon selection ought to be simplified for competitive play.

The body type can only be changed when you are not in a game, so I think that needs to be looked in to too - only heavy body types can use heavy weapons such as miniguns and various grenade launchers, but the heavy body type is very situational (the movement is very restricted when you play a heavy, you basically can't do ~any of the SMART movement stuff) and in competitive play it will probably prove itself useless compared to the medium or light body type seeing that you cannot switch them mid-game. In other words, body types should be changeable at command posts I think.

The largest issue I think is the objective interaction. It is generally very consolized, so to speak. For instance, the engineer objectives are completed by going near the designated objective and holding down the interaction button F. This makes you simply glued to the objective, your camera is locked onto it and you cannot look around you. You can move around it in an extremely static arc and sometimes crouch, but that is about it. There is a "perk" for this which enables a 3rd person view when commencing objectives, this allows you to look around, however you cannot move when you have this. This, however, only goes for most of the objectives. The hacking -type objectives allow you to freely move around the objective as long as you stay within a 15m radius and have the hacking device active all the time. I think all the objectives should work similiarly to the hacking.

So basically, it has what it takes to be a competitive game, but I think a promod should be introduced if further cups are to be held. Much like with ET - etmain had it's quirks, etpro made it good.

PS: As said, overall gameplay is good. The weapon recoil and spread is much less than I expected and feared. Because of the high rate of fire it's best to shoot in short and frequent bursts (clicking all the time), but the general feeling of the hip-fire isn't too far from what ET had. Every gun has the RoF of the FG42, though, so I would guess it's actually closer to RtCW in that aspect. It is completely playable without ever touching the iron sights - I haven't really used them even once as I find the recoil and spread to actually be smaller when firing from the hip. Also, the movement system is fine-ish. It feels a bit sluggy and clumsy at first, but as you get used to it, you kinda start to like it. Of course it's not the same as ETs trickjumping, but it is a formidable replacement.
Parent
So I'm concluding that a lot of adjustments should and could be made in a promod, and that the movement is acceptable (especially crucial seeing it's the Doom 3 engine).

Rahdo will like these comments a lot I assume :)
Parent
The movement is acceptable, yeah, but lag can and will affect it. If you (or the server) lags, you'll just notice awful warping of your player model and the direction you're looking at. However, I don't think it's the game's fault (unless they have a horrible netcode, I have no idea of those things yet) but the poor servers I've been playing on. I don't think there are Linux server binaries out yet so there's a limited amount of servers and a lot of them seem to be pretty poorly hosted.

I'm hoping that Rahdo stops by this site again, but I haven't seen him for a long time :(
Parent
rofl so much text x_X
Parent
heavy is a useful fucker I use light tbh, but heavy is very useful as he can take a lot more damage than the rest buff him and there hard to kill. You can set him as soldier, positive when hes planting he can take more damage if hes getting shot and buffed it takes nearly a clip to kill, can be usefull to defuse because he just doesnt die :D He can be a good reviving medic, normally when you revive within the game when im a light. If I dont kill the enemy first normaly by time you through the needle your dead to so heavy can help with this to. I personally like the 3 body types and they will be useful within competition I already seen people in wars using all 3 of these very smartly. They can have a lightweight medic for example rushing on a head because there so fast give them the ability to have the faster sprint and they are gone! (dont know if this is gunna be in the comp mod) but currently I think its already a great game for wars the only things what annoy me really are the fact people can self revive (yeah gib them and they wont) but its not as easy to gib here than in ET ofc.

Other than this, this game has really good potential and I really do think it will pwn when a comp mod comes out:)
Parent
He sure is useful in a bunch of ways, but it's the staticness of the body types that makes me wonder. When you pick one, you're stuck with it for the entire session - you have to disconnect and go customize your character if you want to switch it. Being able to switch them in-game would make the system a lot more dynamic, although then of course balance is a question. I don't think it would inbalance the game too much to be able to switch body type mid-game though.

Otherwise I really agree with you, this game has way more potential than QW or Wolfenstein did.

PS: Gibbing is easy with melee-attacks, it's like knifing the neck in ETPro but you can do it from ~any direction and without switching weapons. Otherwise I think it takes something like 3-5 shots to gib with most weapons.
Parent
with the carb I shoot like 10 15 bullets, well dont forget in wars people stay together, its not as easy to just run up to ppl and melee them, you gotta shoot the other guy shooting you to its pretty hard sometimes. cool game anyways
Parent
I guess its like in etqw where _commands couldn't be used in a script.
And yea that sux!
wtf

no chick? ;/
Hi..
in brink you can play with 5600dpi without neg accel???
Brink supports raw input, so yes.
Parent
tbh thats all I do is switch dpi when I zoom atm :)
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