Well players should have each weapon on its own key so you just can't get the wrong weapon, can get the right weapon faster and re-decide faster. Best is to use keys around your movement keys.
For example i use uhjk (instead of wasd) and my weapons are like this:
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bind y "impulse 9" //rocketlauncher
bind i "impulse 7" //nexgun
bind g "impulse 5" //electro but lightning gun in other games
bind l "impulse 6" // crylink (shotgun in other games)
bind f "impulse 8" //hagar
bind o "impulse 4" //mortar
bind b "impulse 3" //machinegun
bind m "impulse 1" //laser
bind d "echo unused" //weapon-grapple in other games
bind , "echo unused" //melee weapon in other games
bind t "impulse 2" //shotgun
bind r "impulse 5" //electro again
bind n "echo unused" //BFG in other games
well you can drop a gun, i do it with
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bind semicolon dropweapon
you can do something like such an alias:
[code]alias dropbad "impulse 6;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;dropweapon"
but if you do not have that gun it will drop your current gun and the wait make it impossible to move.. so you should find a better way
Aprops lastweap.. I think switching with such binds is more flexible and when its just about laser jumping mouse2 also switches back to the last gun. That is until someone comes up with a better idea for as firemode for the laser
