WFA utilizes class-specific config files so you can bind common actions that only a certain class can use. You can get a head start on making these configs by using the WFA config generator, found here:
WFA Handbook and Config Generators
Click on each class, and then click on the 'create your own config' link (near the top) to bring up the config generator. Copy the output into your class-specific config (such as engineer.cfg or marine.cfg) in your quake3/wfa directory.
A complete command list and binding list can be found here:
http://www.captured.com/weaponsfactory/quake3/help-controls.shtml
set grp "+button5; set grpswitch vstr nogrp"
set nogrp "-button5; set grpswitch vstr grp"
set grpswitch "vstr grp"
bind "kp_ins" "vstr grpswitch"
Change "kp_ins" to whatever key you want your grapple to be.
/set cg_showMegaTrail 0
/set cg_showrockettrail 0
The way to send sounds along with text has changed from Q2 WF. The wfteamplay command is now coded to accept a message. If you use a wfteamplay/say_team combination, you will experience a momentary lag.
The format of the new wfteamplay command is this:
WFTEAMPLAY <sound-dir>/<sound-file> <message>
Example:
bind "END" "wfteamplay gunner/o_flag.wav Enemy flag is ours for the taking! Assault teams GO GO GO!"
WFA uses QVMs, or Quake Virtual Machines, for the code. These are essentially compressed programs that get extracted and compiled by Q3A when you run the game. One of the primary reasons for using these is because QVMs are cross-platform compatible, meaning the development team can issue one set of files for Windows, Macintosh, and Unix. The .dll's are Windows-only, but these are pre-compiled and hence, run faster and will give you a boost in framerate. These .dll's might become available in the near future, please keep an eye on the WFA main page.
/cg_drawFps 1
You can also use 2, 3, or 4, depending on which corner you want the display to be.
As a general rule, set your com_hunkmegs to your memory minus 32, or roughly 3/4 of your total memory. For instance, if you have 64 MB of memory, type (in your console) "/set com_hunkmegs 48". If you have 128 MB of memory, type "/set com_hunkmegs 96", and so forth. Using these settings might help stop drive trashing during gameplay. If you're still getting a lot of hard drive accesses, try running Defrag on your drives.
'Ideal' com_hunkmegs settings:
64 MB : 56 or 48
96 MB : 64
128 MB : 96
256+ MB : 192
In your config (or in the console), you use ^# to change the color. Here's a complete color list:
^1 = red
^2 = green
^3 = yellow
^4 = blue
^5 = cyan
^6 = purple
^7 = white
^8 = black
^9 = red
^0 = black
So as you can see, only the first 8 numbers are used. If you wanted to make a name like
MMZ>Naraka, you would put in your config: '^1M^3M^2Z^7>^1N^7araka'.
Visit the online config generator pages. They can be found at:
http://www.captured.com/weaponsfactory/quake3/help-handbook.shtml
Copy and paste the output of these generators into a class-specific text file in your wfa/ directory, called .cfg (i.e. marine.cfg or engineer.cfg).
/cg_automenus 0
For more information on the WFA HUD and how to customize it, please take a look at the WFA Intro Page:
http://www.captured.com/weaponsfactory/quake3/help-wfaintro.shtml
By the way, the WFA has a few little bugs at the moment, such as 'Plasma Active' when a plasma is not active, etc. These are being fixed.
There are a number of commands associated with the sniper rifle.
cg_fov (default 90) - Your normal fov setting
cg_zoomfov (default 10) - This sets how far you zoom in. min 10
cg_zoomfast (default 0) - Set to 1 the sniper rifles altfire will use Q3 zoom.
cg_zoomspeed (default 195) - Sets the speed of the new zoom. min 50 max 200.
Some Info about zoom and the sniper rifle:
To use the new UT type zoom, you must have the Sniper Rifle as your current weapon and you must use a key bound to +button3 "altfire". You will not see the headshot/leg shot indicators with this. Note you may also fire the Sniper Rifle while the zoom is moving, also you may zoom to say 6x and then hit +zoom to move between 6x and 9x.
cg_zoomspeed is only used with the new UT zoom. The higher the number the slower the zoom will be. cg_zoomfast 1 or +zoom use Quake3's original speed.
cg_zoomfast 1 will allow you to use the regular crosshairs and zoom with the altfire button. You will see the headshot/legshot indicators. Basically this is the same as Quake3 +zoom, only its used with the altfire button and Sniper Rifle.
You can either try tweaking the gamma settings in your Display control panel (if you installed the drivers with all the extra control panels, that is... you'll have to dig for them).
Or you can try tweaking r_gamma in the console. Try r_gamma 1.0 at first, then try r_gamma 1.2, etc. until it starts changing. Sometimes it doesn't want to change.
Also, you can play with /r_intensity. The default is 1.0, but try 1.5 and see if it makes a difference.
Additionally, you can try this site: http://www.geforcefaq.com/#sw:gam:q3a:w2kdark
Yes, in console type \ignore .
Times are 10 seconds, 25 seconds and 50 seconds, for the small, medium and long plasma bombs, respectively.
Yes, put semi=colons in between the commands. EX: bind "v" "plasmabomb short;wfteamplay Cyborg/cs_plasma.wav its a short bomb;say_team ^6Short Plasma Deployed, 10 secs Left^1" //place Short plasma.
bind MWHEELUP "weapnext"
bind MWHEELDOWN "weapprev"
http://www.captured.com/weaponsfactory/quake3/help-handbook.shtml.
You have to first open up the file 'WFA-Taunts-Version-1.pk3' to see a list of the taunts, and pick one that you want to play. To play the taunt in-game, you have to bind it to a key, using a line similar to:
bind "c" "wfplay taunts/comeget.wav I love my taunts!"
You have several options. You can use the cvar cg_radiosettings to choose how you want to hear wav files.
if cg_radioSettings = 0, NO WAVES will be played at all by wfplay, wfteamplay, or the o/dradios.
if cg_radioSettings = 1, NO WAVES will be played at all by wfplay. All team radio sounds will be played as normal.
if cg_radioSettings = 2 (Default), ALL WAVES will be played.
You can also you the command /ignore <player#>, where <player#> can be determined by looking at the +scores. This will ignore ALL communication from that player, be it wavs or text.
This is beyond the scope of this FAQ, however, you can refer to this post by KT for some help.
You can try a couple sites:
http://guides.barrysworld.com/quake3/tweakingq3/
http://www.tweak3d.net/files/
The binds are: kp_home, kp_uparrow, kp_pgup, kp_leftarrow, kp_5, kp_rightarrow, kp_end, kp_downarrow, kp_pgdn, kp_ins, kp_del, kp_enter, kp_plus, , kp_minus, kp_star, and kp_slash.
First, you must use the command /clannumber ## to select the spray. You can look at this list in the file 'ClanNumbers.txt' in your WFA dir. Then, use the command /spraypaint. You can turn spraypaints on and off using the command cg_spraypaint 0/1.
If your clan wishes to have their graphic included in the WFA release, you need to make a 32x32 image in TGA format with a correct alphachannel. If you do not know what an alpha channel is, you can drop by #wfamaps on irc.enterthegame.com and ask some of the mappers there... hopefully they will be willing to help you out. You may ALSO submit one sound file that is under 5 seconds in length. The recording properties should match those of our class voices, so you can open one of those files to see what sampling format to use. Send your submissions to: static@captured.com.
Yes, in fact there is. You can use the following commands in your binds:
#A will substitute for your numerical Armor Value.
#H will substitute for your numerical Health Value.
#C will substitute for you class name.
An example for a use for this would be as follows:
wfteamplay #c/o_attack.wav Attack now!
This will send "Attack Now!" and play a wave in the voice of your current class.
#S will display any statuses on your player.
The Statuses shown by #S are:
On Fire, Plagued, Cloaked, Disguised, Legshot, Kamikaze, Frozen, Have Flag, Drugs Active, and Sentrygun Active.
Bind a key to gesture.
There are two commands you need for the camera, and one variable. The first is spycam. Bind a key to camera to place an alarm-shaped camera. This will also pop up a mini-view in your HUD of the camera's point of view. Then, you can bind a key to +adjcam to have the camera's FOV move with your own, for as long as you hold down that key. Thirdly, you can use the cvar cg_camfov to adjust how much the camera can 'see', from 0 to 180 degrees. The cam FOV operates in much the same manner as your regular FOV.
Use the cvar cg_trueLightning 0/1. This should help a little bit.
Sure, use the command allowJump 1/0 to stop the jump drug.
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