KrispyKritter wrote:
I love this stuff too, but you are obviously much further along in your education!
Not really, scripting for me has always given me inspiration as it's like programming for the game itself, so this is like my comfort zone. As for how the game works, it's like talking about the wind; We know it's there because the trees sway.
KrispyKritter wrote:
This may explain why some key-binds that you simply zero out might seem to 'come back' in the future. This merging function might explain a lot of the confusion that I and others have suffered.
Yeah, I was a pure ETPro player for years, but when I went to BBA the first time (because I'd already DLed the mod before coming here and had already taken a config copy) the game called all the old values before my work on ETPro.
KrispyKritter wrote:
The only time I exec my etmain\autoexec is when things seem to have been changed without MY permission. Haarruuumph!
Ah, your words would explain why, when people start ET and don't load a mod and then make changes that are saved in etmain\...etconfig, they might not be evident when they do connect to a server, which loads a mod, which executes it's own etconfig, 'overwriting' the settings just entered.
1: You might only execute it once, but because it's called autoexec.cfg it will launch every time the game does (this is a relic from Q3 that, in ET should have been a failsafe for future mods that may require a special load script but got misinterpreted), which is completely unneeded as the settings get passed through to the etconfig (that is, if you used Seta commands and not Set. The difference being that a SET command only sets that value until the game closes whereas SETA sets a variable in your config with that name and that variable. A fine example is my gamma script. Run it once and never run it again as it will create 30 virtual string variables in your config called gamma00 to gamma30 and rebinds F7 and F8 for gamma up and down. That way, you won't ever need an autoexec file... anywhere...).
2: Spot on, if you only change your etmain autoexec, it's values get overwrote, first by the mods config, then by the mods autoexec.
KrispyKritter wrote:
So, the best use of an etmain\autoexec is to force changes to all of your mods when you do run them online. From your words, I'm thinking that, for most mods, you would have to exec autoexec for each mod, after you load that mod or connect to a server using it.
The use of different mod autoexecs is to allow the mod to load anything that cannot usually be loaded through game calls through a script instead. This idea never took off and people have started using this for personal configuration, disregarding the fact that your profile config is designed for that purpose! However, a good use of it recently is to provide supplementary changes for mod difference. For example, etpub may appear brighter than jaymod, so in your etpub autoexec, you would have a line for r_gamma = 1.0 whereas in your jaymod, this may be r_gamma = 1.5. This is really the only use of it recently.
As I said, my advice is to not use one if you can stand to. Have only your etconfigs and one simple named config. (As a programmer, I like the fact that the "/exec" call doesn't need the script name encased in "" or the .cfg extension if it doesn't have a space in the name. For example, I call my script my simply tying "/exec gun".) Also, by doing it my way, you shave nanoseconds off boot time of the game as it does less variable checks and writes.