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View Full Version : Stroy Up and Stroy Down, and why you should use them


Hakuryu
06-22-2007, 11:51 PM
The Strogg have a couple of keybinds called StroyUp and StroyDown. What these allow you to do is exchange health for ammo, and ammo for health.

So if you've battled some Strogg that seemed to be healing while you are fighting, they are using Stroydown and exchanging ammo for health.

Most players like binding the Stroydown (ammo->health) to the mousewheel, allowing you to quickly gain health versus repeatedly mashing a keybind. This can interrupt switching weapons with the wheel if you use it for that, but if you are a real shooter player and only select weapons directly, it won't affect this. The real problem is you have to use next/previous weapon when selecting deployables. If you bound Stroy Up/Down to the mousewheel, you can no longer select any deployable except the first (unless you have alternate next/previous weapon keybinds).

I work around this by changing keybinds on the fly in my autoexec.cfg, and if anyone has a better way please explain it. Autoexec.cfg is self-created in your MyDocs->ET Beta->Base folder. The following is an excerpt from my autoexec; default is next/previous weapon, in vehicles the wheel controls views/seat changing, and the two EXEC commands let me switch on the fly from StroyUp/Down to default.

// Mousewheel
// Up/Down - Select Deployable (Infantry) - default
bind "MWHEELDOWN" "_weapnext" "" "default"
bind "MWHEELUP" "_weapprev" "" "default"
// Up/Down - Change vehicle position (Vehicles) - Change camera view (Vehicles)
bind "MWHEELDOWN" "_vehiclecamera" "" "vehicle"
bind "MWHEELUP" "_activate" "" "vehicle" // not working
// Up/Down - Health->Ammo/Ammo->Health (Infantry) Strogg only
bind "F5" "exec StroggWheel.cfg" "" "default"
// Reset Strogg only to default
bind "F6" "exec DefaultWheel.cfg" "" "default"

StroggWheel and DefaultWheel are two other cfg's I made, this is what they contain. StroggWheel :

bind "MWHEELUP" "_stroyUp" "" "default" // Health->Ammo
bind "MWHEELDOWN" "_stroyDown" "" "default" // Ammo->Health

DefaultWheel:

bind "MWHEELDOWN" "_weapnext" "" "default"
bind "MWHEELUP" "_weapprev" "" "default"

So when I'm Strogg I hit F5 to exec StroyUp/Down behavior, and if I need to deploy something I hit F6 first. If I'm GDF I hit F6 and dont worry about Stroy Up/Down.

You may be wondering whats the use of StroyUp (health->ammo), and really the only time I use it is when sniping. If I run out of railgun ammo, I simply trade health for ammo and continue firing. You can use this with the Obliterator also to good effect.

Try them out with normal binds if you are uncomfortable using cfg files. You will soon come to love these binds as Strogg, no matter how you use them.

majineko
06-23-2007, 12:02 AM
Pressing F will cycle between deployables.

Ifurita
06-23-2007, 01:12 AM
Aye _activate (F) allows you to select deployables ... what a noob

The other thing you'll realize is that reload is really only pertinant to GDF and stroyup/down is only relevent to Strogg. I created a strogg and a gdf cfg file which gets exec'd at a key stroke, which rebinds keys and vsays for the appropriate team

Hakuryu
06-23-2007, 02:28 AM
Aye _activate (F) allows you to select deployables ... what a noob

Hmmm... they must have added that yesterday :rolleyes:

I never really use activate except to switch seats in a vehicle... glad I posted and asked about this then :dance:

Oompa
06-23-2007, 04:10 AM
I would hope this works. I used the class context cvars to split it up between Strogg and GDF.


unbind "MWHEELUP"; unbind "MWHEELDOWN";
bind "MWHEELUP" "_stroyUp" "" "aggressor"
bind "MWHEELUP" "_stroyUp" "" "technician"
bind "MWHEELUP" "_stroyUp" "" "constructor"
bind "MWHEELUP" "_stroyUp" "" "oppressor"
bind "MWHEELUP" "_stroyUp" "" "infiltrator"
bind "MWHEELDOWN" "_stroyDown" "" "aggressor"
bind "MWHEELDOWN" "_stroyDown" "" "technician"
bind "MWHEELDOWN" "_stroyDown" "" "constructor"
bind "MWHEELDOWN" "_stroyDown" "" "oppressor"
bind "MWHEELDOWN" "_stroyDown" "" "infiltrator"

bind "MWHEELUP" "_weapprev" "" "solider"
bind "MWHEELUP" "_weapprev" "" "medic"
bind "MWHEELUP" "_weapprev" "" "engineer"
bind "MWHEELUP" "_weapprev" "" "fieldops"
bind "MWHEELUP" "_weapprev" "" "covertops"
bind "MWHEELDOWN" "_weapnext" "" "solider"
bind "MWHEELDOWN" "_weapnext" "" "medic"
bind "MWHEELDOWN" "_weapnext" "" "engineer"
bind "MWHEELDOWN" "_weapnext" "" "fieldops"
bind "MWHEELDOWN" "_weapnext" "" "covertops"

It's a rather unelegant method, but I think it should work..

reyalp
06-23-2007, 04:28 AM
here's an alternate way you could do it, if you don't care about making any class specific binds:

seta g_class_context_aggressor "strogg"
seta g_class_context_technician "strogg"
seta g_class_context_constructor "strogg"
seta g_class_context_oppressor "strogg"
seta g_class_context_infiltrator "strogg"
seta g_class_context_solider "gdf"
seta g_class_context_medic "gdf"
seta g_class_context_engineer "gdf"
seta g_class_context_fieldops "gdf"
seta g_class_context_covertops "gdf"

bind "MWHEELUP" "_stroyUp" "" "strogg"
bind "MWHEELDOWN" "_stroyDown" "" "strogg"
bind "MWHEELUP" "_weapprev" "" "gdf"
bind "MWHEELDOWN" "_weapnext" "" "gdf"


In either case, you may find these don't work in vehicles.

Oompa
06-23-2007, 04:32 AM
Much more elegant than my solution :)

Ifurita
06-23-2007, 06:17 AM
bah, make a single gdf.cfg and another strogg.cfg with those lines in each then add:

bind x "exec gdf.cfg"
bind y "exec strogg.cfg"

that way you can rebind a bunch of keys + save your contexts for something more tailored to each class

ForsakenDragon
06-23-2007, 06:21 AM
would binding be needed to use these options? why don't they have a butten for themselves when you install the game?

reyalp
06-23-2007, 06:24 AM
bah, make a single gdf.cfg and another strogg.cfg with those lines in each then add:

bind x "exec gdf.cfg"
bind y "exec strogg.cfg"

that way you can rebind a bunch of keys + save your contexts for something more tailored to each class
The downside of that is things getting confused if you do use the limbo menu for some reason.

Tex
06-23-2007, 07:04 AM
Nice idea, I'm certainly rethinking my usage of keys/buttons with the added features of modifiers and contexts.

Sounds like splashdamage should add contexts for team?

Oompa
06-23-2007, 07:16 AM
that'd be very nice :)

Gr3y
06-23-2007, 11:59 AM
We just need a feature like in ETpro.
ETpro had autoexec_axis.cfg and autoexec_allies.cfg

Join the axis team and the axis cfg would get executed.

It also had map specific autoexec files - autoexec_oasis.cfg f.ex.

Anarchy
06-23-2007, 01:02 PM
We just need a feature like in ETpro.
ETpro had autoexec_axis.cfg and autoexec_allies.cfg

Join the axis team and the axis cfg would get executed.

It also had map specific autoexec files - autoexec_oasis.cfg f.ex.

That sounds great - would make things alot easier ...

RoboDuck
06-23-2007, 02:04 PM
can't play beta yet but I got good mouse to bind this kind of buttons to xD I got 2 buttons on the side that can be used for example for forward and backward in a browser but in some games I'm allowed to use em to bind stuff to:)

Redkckat
06-26-2007, 01:06 PM
you know guys this way may not be as nice as your programming but it works i have the Microsoft Habu mouse from razor and you can actually bind keys to the mouse buttons so i can effectively use my other two buttons on mouse 7 buttons total do diffrent things for me. works pretty well now the downside i like to have my jump on th mousewheel but that doesn't seem to work. player doesn't jump so i had to find a diffrent spot. just a thought if haven't tried this yet i know i didn't and it made a huge diffrence while playing for me.