by Hypersonic » Mon Oct 23, 2017 3:33 pm
Currently I'm using aliases to combine jump/upmove and down/crouch, to avoid having to deal with multiple buttons, or switching over button function
alias +upjump "+moveup;+jump"
alias -upjump "-moveup;-jump"
alias +downcrouch "+movedown;+crouch"
alias -downcrouch "-movedown;-crouch"
bind a +upjump
bind z +downcrouch
I do a similar alias setup in Hexen 2, which uses the Quake 1 engine.
It would be nice to have moveup and movedown function like in Quake 2 and Quake 3.
In those games:
-if you're on the ground it interprets moveup as jump, otherwise as moveup
-if you're on the ground it interprets movedown as crouch, otherwise as movedown
Currently in GZDoom with my alias system, while flying forward
-and moving up I'm not slowed, as I'm not in crouch mode
-and moving down I'm slowed, as it is in crouch mode
This could be fixed with an onground check for crouch move, but overloading the moveup and movedown functions might be even better.
(jumping while flying doesn't make much since, crouching while flying, maybe, like scrunching your body for a lower drag coefficient or smaller target size)
Currently I'm using aliases to combine jump/upmove and down/crouch, to avoid having to deal with multiple buttons, or switching over button function
alias +upjump "+moveup;+jump"
alias -upjump "-moveup;-jump"
alias +downcrouch "+movedown;+crouch"
alias -downcrouch "-movedown;-crouch"
bind a +upjump
bind z +downcrouch
I do a similar alias setup in Hexen 2, which uses the Quake 1 engine.
It would be nice to have moveup and movedown function like in Quake 2 and Quake 3.
In those games:
-if you're on the ground it interprets moveup as jump, otherwise as moveup
-if you're on the ground it interprets movedown as crouch, otherwise as movedown
Currently in GZDoom with my alias system, while flying forward
-and moving up I'm not slowed, as I'm not in crouch mode
-and moving down I'm slowed, as it is in crouch mode
This could be fixed with an onground check for crouch move, but overloading the moveup and movedown functions might be even better.
(jumping while flying doesn't make much since, crouching while flying, maybe, like scrunching your body for a lower drag coefficient or smaller target size)