Inf Skillsave

Discussion in 'Feedback' started by PreDominance, Jun 24, 2009.

  1. PreDominance

    PreDominance Member

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    *spawns*
    *selects revive*
    */.../*
    *gets rank3*
    *gets repair upgrade*
    */.../*
    *gets rank4*
    *gets turret upgrade*
    */...*
    *game_end*
    *map_start*
    *Wolfie <-- doesn't have to select any skills cuz the super Inf Skillsave remembered that his first skill last round was revive*
    */.../*
    *Gets Rank3*
    *Wolfie <-- doesn't have to remember to select another skill. Repair Upgrade is automatically set.*
    *Profit*

    In essence, AND I KNOW THIS HAS BEEN SUGGESTED BEFORE :headshot:, your skills need to be saved. Either make a console command: emp_setskill <skillslot> <skill#>, or make a "skill.cfg" that lets you choose your skills based on the four classes, eg:

    Riflemen
    {
    Skill1
    {
    Dig In
    }
    Skill2
    {
    Health Upgrade
    }

    etc, etc.
     
  2. -=SIP=-

    -=SIP=- Member

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    Or you are gren/rifleman/scout with 4 skills and run out of ammo.

    Change to engi and place an ammo box.

    Change back to your old class and your old skills.

    You need at least 20 clicks/keystrokes for this! :beaten_imp:
     
  3. PreDominance

    PreDominance Member

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    That'd be cool if they made console commands for all this.

    emp_setclass <1-4> <1-<How many skills there are>> <1-<How many skills there are>> <1-<How many skills there are>> <1-<How many skills there are>>

    You just run in, hit your bind for engi, run out, place ammo, run in, hit your bind for you favorite rofle, done.
     
  4. OuNin

    OuNin Member

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    @SIP: If you're a cool kid, you can use muscle memory to select all of that quickly.

    This would be convenient though, but of course you still got time while you're dead.
     
  5. paradinas

    paradinas Member

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    It's still strictly superior, as a skill is always better than no skill, and should not be hard to code.
     

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