Binds/es: Difference between revisions

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Puedes encadenar los comandos/configuraciones con punto y coma o con solo usar un nuevo archivo. Puedes poner tantos comandos/configuraciones/binds como quieras en estos archivos.
Puedes encadenar los comandos/configuraciones con punto y coma o con solo usar un nuevo archivo. Puedes poner tantos comandos/configuraciones/binds como quieras en estos archivos.


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'''Nota:'''No necesitas usar la extensión de archivo '''.cfg'''. De hecho, puedes usar cualquier extensión de archivo que quieras, '''.cfg''' es solamente el estándar.
'''Note:''' You don't need to use '''.cfg''' as the extension.  You can actually use any file extension you want.  .'''cfg''' just seems to be the standard.
</div>


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<div lang="en" dir="ltr" class="mw-content-ltr">

Revision as of 07:35, 2 January 2024

El cliente DDnet tiene una multitud de comandos y configuraciones que pueden ser vinculados a casi cualquier tecla o botón del ratón. Puedes introducir estos comandos en la consola, que por predeterminado se abre con el botón F1.

Sintaxis

Binds simples

bind [key] [command/setting] [value]

Esta es la sintaxis básica para enlaces (Binds) simples (Deben ser escritos en inglés para funcionar correctamente)

  • [key] Es la tecla o botón de tu teclado o ratón a la cual enlazarás con un comando.
  • [command/setting] Encontrarás una lista entera de comandos y configuraciones Aquí.
  • [value] Es la variable en la cual quieres establecer tus comandos o a un argumento (Informático) para un comando.

Podrás encontrar el nombre de las teclas Aqui, o solo escribe la tecla temporalmente en uno de los controles en la parte de Configuraciones > Controles en el cliente DDNet y te mostrará el nombre de la tecla. También puedes usar teclas modificadoras con los enlaces

bind ctrl+[key] [command/setting] [value]

Puedes usar ctrl, alt, shift, y gui. Gui es usado para referirse a la tecla de Windows en Windows, la tecla de comando en macOS/osx, y super/meta en linux.

Binds múltiples

También puedes escribir secuencias de comandos/configuraciones en cadena usando el punto y coma para separarlos y encerrándolos entre comillas. Puedes agregar tantos comandos como quieras a esta secuencia. bind [key] "[command/setting] [value]; [command/setting] [value]"

Es importante saber que cuando estés encadenando cosas de esta manera, todos los comandos/configuraciones se ejecutan por el juego exactamente al mismo tiempo, es decir, que no se ejecutan en el orden en el que los has escrito. No existe ningún comando para atrasar para separar las cosas como quieras. La mejor manera para separar u ordenar secuencias de comandos es o vincularlos a distintas teclas, o usando archivos de configuración para presionar una tecla múltiples veces para leer múltiples archivos.

Binds anidados

Puedes anidar varias cadenas entre comillas en una sola línea escapando cada nuevo conjunto de comillas con barras invertidas.

bind [key] "bind [key] \"[command/setting] [value]; bind [key] \\\"[command/setting] [value] \\\"\""

A medida que agregas más cadenas, también debes escapar las barras invertidas. Dado que cada capa nueva volverá a eliminar el escape, debes duplicar la cantidad de barras invertidas por capa. La cantidad máxima de capas que puedes usar es 5 antes que la consola dé un error. Esto pasa porque la consola tiene un límite de caracteres de 255. La cantidad de barras invertidas para 6 capas es de 240 (1*2 + 3*2 + 7*2 + 15*2 + 31*2 + 63*2), dejándote solamente con 15 caracteres.

 1 = 1   \
2 = 3   \\\
3 = 7   \\\\\\\
4 = 15  \\\\\\\\\\\\\\\
5 = 31  \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Si esto resulta confuso de ver, intenta crear una nueva línea y sangría por cada comilla escapada para tener una idea visual más clara de lo que está pasando.

 bind [key] 
 "bind [key] 
  \"[command/setting] [value]; bind [key]
   \\\"[command/setting] [value]; bind [key] 
    \\\\\\\"[command/setting] [value]
    \\\\\\\"
   \\\"
  \"
 "

Nota: No puedes ejecutar un archivo de configuración con el mismo formato que el ejemplo de arriba, no funcionará. Este ejemplo es solo para tener una idea visual clara de cómo se construye un bind anidado.

Comandos y configuraciones útiles

Alternantes

Los alternantes (O toggles) son una manera de usar una sola tecla para alternar entre 2 valores para una configuración. Existen dos tipos de alternantes.

  • toggle se usa para que cada vez que presiones una tecla, este cambie entre uno de 2 valores para la configuración.
  • +toggle se usa para que el primer valor se establezca solo mientras se presiona la tecla y el segundo valor se establezca cuando se suelta la tecla.
bind [key] toggle [setting] [value1] [value2]
bind [key] +toggle [setting] [value1] [value2]

Los alternantes solo funcionan con configuraciones del cliente. No se pueden usar para comandos de chat o del cliente.

Say (Decir)

"Say" es un comando de cliente importante para bindear. Este te permite incorporar comandos de chat al bind, así como solamente enviar texto por el chat.

bind [key] say /[chat command]
bind [key] say [chat message]

Colores

Algunos comandos de cliente te permiten establecer colores.

  • player_color_body
  • player_color_feet
  • cl_message_client_color

son unos pocos ejemplos.

Para obtener el valor correcto del color, ve a Configuraciones > Tee, y usa los sliders para encontrar el color que quieres. Ve a la consola y escribe el comando solo y sin ningún valor para el cual quieres establecer el color. El número que viene después de "Value:" es el que importa.

File:Colors.png

player_color_body 5635840 o si prefieres el valor hexadecimal:
player_color_body $00FF00

También se aceptan algunos valores de colores por nombre (en inglés): red, yellow, green, cyan, blue, magenta, white, gray, black.

Emotes

El comando emote se puede usar para mostrar emoticonos sin usar la rueda de emotes. Cada emote es representado con un número.

emote 0 oop
emote 1 exclamación
emote 2 corazones
emote 3 lágrima
emote 4 puntos
emote 5 música
emote 6 sorry
emote 7 fantasma
emote 8 sushi
emote 9 splattee
emote 10 deviltee
emote 11 zomg
emote 12 zzz
emote 13 wtf
emote 14 ojitos
emote 15 interrogación

Por ejemplo:

bind h emote 14

Otros

binds [key]

Puedes usar este comando para ver lo que está vinculado a una tecla. Úsalo sin escribir una tecla al final para ver una lista de todos tus binds.

unbind [key]

Este desvinculará cualquier tecla que especifiques.

Usando Archivos de Configuraciones

Sintaxis

Para binds más complicados, puedes crear archivos de texto que contengan configuraciones/comandos para ejecutarlos al presionar una tecla.

settings.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]; [command/setting] [value]
[command/setting] [value]; [command/setting] [value]

bind [key] [command/setting] [value]
bind [key] exec [file.cfg]

Puedes encadenar los comandos/configuraciones con punto y coma o con solo usar un nuevo archivo. Puedes poner tantos comandos/configuraciones/binds como quieras en estos archivos.

Nota:No necesitas usar la extensión de archivo .cfg. De hecho, puedes usar cualquier extensión de archivo que quieras, .cfg es solamente el estándar.

Path/Exec

In order to execute these files, you need to put them in correct directory and execute them with the exec command. The correct path depends on your operating system. To find the right path for your operating system, see Where is the DDNet config, config directory or save directory?

Once the files are in the correct path, you can execute them in the game console with the exec command.

exec [file.cfg]

or

bind [key] exec [file.cfg]

You can use sub-directories within the 'DDNet' or 'Teeworlds' directory to organize files. Just include the path when you execute the file.

bind [key] exec [path/to/file.cfg]

Improved toggle with config files

The most common reason to use config files is to create a single-key toggle to alternate between two files.

file1.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]

bind [key] exec file2.cfg

file2.cfg

[command/setting] [value]
[command/setting] [value]
[command/setting] [value]

bind [key] exec file1.cfg

In this case, [key] would be the same key in both files. This way each time you press the key, it will switch to the other file. Once you have both of these files in the correct path, you can exec either one just once and they will be bound forever until you unbind them.

bind [key] exec file1.cfg

You can use this method to cycle between any amount of files.

Customization

Echo

As a more clear way to show which file you're activating when you press a bind, you can use the echo command to display which one is active.

[command/setting] [value]
[command/setting] [value]

echo setting ON

bind [key] exec file1.cfg

To take this a step further, there is a command to change the color of the echo messages.

[command/setting] [value]
[command/setting] [value]

cl_message_client_color red
echo setting OFF

bind [key] exec file1.cfg

Having different colors for "on" and "off" binds makes it a bit easier to notice which setting you've activated. If you want to get more creative with colors, see colors.

Comments

You can put comments in your bind files too.

# These lines change some settings

[command/setting] [value]
[command/setting] [value]

# This next line rebinds the key
bind [key] exec file1.cfg

Examples

Hook line always on

The command cl_show_hook_coll_own, sets whether you will see your own hook collision line or not when you hold your +showhookcoll bind (defaulted to S). When set to 2, your hook collision line will always show only to you. Others players won't see it.

hook_line_on.cfg

cl_show_hook_coll_own 2

cl_message_client_color green
echo Hook Line ON

bind x exec hook_line_off.cfg

hook_line_off.cfg

cl_show_hook_coll_own 1

cl_message_client_color red
echo Hook Line OFF

bind x exec hook_line_on.cfg

Put both of these in the correct path, and in console:

bind x exec hook_line_on.cfg

Everyone's hooklines

The command cl_show_hook_coll_other allows you to see other tee's hooklines, which can be useful when they are out of your view. You can add this to the basic hookline bind to "upgrade" it:

cl_show_hook_coll_other

bind x "+showhookcoll; +toggle cl_show_hook_coll_other 2 1"

Deepfly

The deepfly bind is a way to make your dummy hammer/fire toward you whenever you fire with your main tee. If your dummy is deep frozen, they can hammer back at you when you hammer them with this bind on. You can use this to fly with your dummy, but it takes practice. If your dummy is not deep frozen, you can just use this as a alternative version of the regular Dummy Hammerfly bind included in the games settings, where you can fire your pistol each time you want to be hammered. It offers better control since you can control the timing of your dummy's hammers.


Note: If the mapper has set sv_deepfly 0 on their map, you will not be able to deepfly with a deep frozen tee, since it can sometimes enable players to do parts in ways that the mapper did not intend. The deepfly bind will still work normally with frozen or unfrozen tees. As a player, this is not a setting you can adjust.

The command cl_dummy_hammer 1 is what is used for the regular Dummy Hammerfly bind in the games control options. By using a toggle, you can make your dummy hammer you only when you fire, and can make an on/off switch with config files.

Using 2 Config Files

deepfly_on.cfg

bind mouse1 "+fire; +toggle cl_dummy_hammer 1 0"

cl_message_client_color green
echo Deep Fly ON

bind x exec deepfly_off.cfg

deepfly_off.cfg

bind mouse1 +fire
cl_dummy_hammer 0

cl_message_client_color red
echo Deep Fly OFF

bind x exec deepfly_on.cfg

Put both of these in the correct path, and in console:

bind x exec deepfly_on.cfg

Using 1 Config File

You can accomplish the same thing as above using only 1 config file.

bind x "bind mouse1 \"+fire; +toggle cl_dummy_hammer 1 0\";cl_message_client_color green; echo Deep Fly ON; bind x \"bind mouse1 +fire; cl_dummy_hammer 0; cl_message_client_color red; echo Deep Fly OFF; exec deepfly.cfg\"" Put this file in the correct path, and in console:

bind x exec deepfly.cfg

Note 1: This assumes mouse1 is your +fire bind.

Note 2: If you turn deep fly off while you're holding your +fire bind, your dummy will get stuck in a hammering rhythm since cl_dummy_hammer is set to 1 still. The cl_dummy_hammer 0 line in deepfly_off.cfg fixes this.

Weapon Swapping

If your dummy isn't holding hammer when you turn the bind on, they will switch back and forth between pistol and hammer. If you want to fix this:

cl_dummy_restore_weapon 0

Now if they're holding pistol when you start using the bind, they will switch to hammer and stay there after 1 pistol shot. There are however some benefits of having this setting set to 1.

cl_dummy_restore_weapon 1

This will allow you to laser yourself with your dummy with perfect aim. It can also be useful with shotgun.

To manage dealing with both of these settings, you can either create a toggle, use config files, or have this setting attached to your weapon binds.

bind [key] "+weapon1; cl_dummy_restore_weapon 0"

bind [key] "+weapon5; cl_dummy_restore_weapon 1" This of course only works if you have dedicated weapon binds as opposed to +nextweapon and +prevweapon which is by default bound to mousewheelup and mousewheeldown.

45° Aiming

This bind allows you to only aim in 45° angles when holding down the key. This is useful for shooting rockets straight up for double rockets and a few other scenarios.

bind x "+toggle cl_mouse_max_distance 2 400; +toggle inp_mousesens 1 200; +showhookcoll"

Keep in mind that if you have changed cl_mouse_max_distance or inp_mousesens from the default, using the example above will reset those settings to default. Before you just enter the binds, check your settings for both first by typing cl_mouse_max_distance and inp_mousesens into the console.

bind x "+toggle cl_mouse_max_distance 2 [Your Value]; +toggle inp_mousesens 1 [Your Value]; +showhookcoll"

Note: the +showhookcoll line is optional. It's just helpful to see which way you're aiming since your tee's eyes don't follow the 45° constraints, and by nature of how this bind works, your crosshair won't show direction either.

Rainbow Tee

You will sometimes see players rapidly changing color as they play. To do this you just have to bind a player_color_body change to each of your regular movement inputs.

bind a "+left; player_color_body red"

You can do this for several common inputs and get a variety of to cycle through.

rainbow_tee.cfg

bind a "+left; player_color_body red"
bind d "+right; player_color_body yellow"
bind space "+jump; player_color_body green"
bind mouse1 "+fire; player_color_body blue"
bind mouse2 "+hook; player_color_body cyan"

Here's an example of what a rainbow tee file looks like. You could save that in the correct path and execute it once.

exec rainbow_tee.cfg

Or if you want a key to toggle it on and off:

rainbow_tee_on.cfg

bind a "+left; player_color_body red"
bind d "+right; player_color_body yellow"
bind space "+jump; player_color_body green"
bind mouse1 "+fire; player_color_body blue"
bind mouse2 "+hook; player_color_body cyan"

bind x exec rainbow_tee_off.cfg

rainbow_tee_off.cfg

bind a +left
bind d +right
bind space +jump
bind mouse1 +fire
bind mouse2 +hook

bind x exec rainbow_tee_on.cfg

Put both of these in the correct path, and in console:

bind x exec rainbow_tee_on.cfg

You can of course get more creative with colors and use player_color_feet too. To learn more about how colors work, see colors

Note: This assumes you have default binds for left, right, jump, fire, and hook. There is also a delay between color changes, so changes don't happen the instant you press a key.

Véase también