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Posted

Has anyone else noticed this or was that intentional? My standard thief configuration was to have always run on, with shift as creep and ctrl as crouch. I can set all these keys up, but when always run is turned on, creep doesn't do anything.

 

I just finished school and am getting back into TDM and decided to play a few FM's to get ready to take another shot at mapping. The mod really turned out wonderfully. I doubt the mission has anything to do with the "problem", but I noticed it on the training mission and No Honor Among Thieves.

 

Its not a big deal as I've almost gotten used to shift as run and ctrl as creep and x as crouch, but I figured I would ask anyways.

Posted

i used a similar setup for thief, auto-run on, hold LMB = walk, hold MMB = creep (iirc). Always seemed to me that bindings for the speed your character moves at takes precedence over all other bindings, and should be the most accessible. Flexibility with auto-run on/off and other bindings should play a crucial role to the quality of gameplay. Seems like it should be easy enough for devs, but somehow if i held LMB to walk, using 4 on the numpad to strafe left would not strafe while walking, or some such nonsense.

 

TDM bindings i keep auto-run off, hold LMB = run, hold MMB = creep. It can get a little tedious trying not to scroll the mousewheel while creeping, as disastrous results can occur by accidently equipping a sword or moss arrows, but for the most part it works fairly well, and i've not encountered any weird binding bugs while running/creeping in TDM with auto-run set to off.

Posted

It is possible to toggle always run so that likely is a way to fix this.

 

http://forums.thedarkmod.com/topic/10577-addition-of-a-run-key/page__view__findpost__p__207946

 

It is possible to have multiple changes (separated by ; I think) so should be possible to add creep to the above so it toggles always run 'out' and also toggles in creep - probably bind to creep. I'm out of time to try it out at the moment but that gives you a start point or someone might figure it out.

Posted

i've always found (just personally) that toggles are ugly, and require more brain memory, and less muscle memory when trying to multi-task operations in a time-sensitive sequence of necessary actions. (i prefer brain power to be left to split-second strategic/tactical decisions like "run away" or "move to the other side of the corridor with more shadows and exit routes", rather than "wait, was i running or walking?" *toggle-test toggle-test*).

 

if it would be possible to hold down a key that would both disable auto-run and enable creep, and then re-enable auto-run and disable creep upon letting go of the button, that would be pretty cool.

Posted

Apparently D3 does not have the capability to created momentary button scripts rather than toggle script anymore. In half-life for instance you could do all sorts of funky stuff with scripts. It's also not possible to link the existing momentary scripts like the speed modifiers "_speed" and "_button5" with other functionality in one button-bind. So this would need code support I guess.

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