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indian18's Left-Handed Config for Quake III Arena v3.0
Author: indian18 (indian18@planetquake.com)
Website: http://www.planetquake.com/thebind
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Table of Contents
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1. introduction
2. file structure
3. autoexec.cfg (baseq3)
4. autoexec.cfg (arena)
5. master.cfg
6. scripts.cfg
7. ctfcomm.cfg
8. history


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introduction
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The purpose of this file is to basically explain what my config consists of and how to use the scripts it contains. It is made primarily for left-handed quakers (those who use the mouse with their left hand), but anyone is welcome to take a look at it, change to fit their needs, or just browse it for ideas. Anyone who decides to use the config should feel free to modify to better suit them. The purpose of releasing my config is to provide people who don't know and don't wanna know how to design their own with a template of a complete config system to help them, and also for advanced scripters to use for ideas in their configuration exploits. I hope you enjoy!


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file structure
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The structure that I use in my config system is the same one that I developed for quake 2. I prefer to have an autoexec.cfg in the baseq3 directory as well as any other mod directories I might have. In the case of mods, it would contain mod-specific bindings that I would not have anywhere else. The main purpose of the auotexec.cfg, however, is to execute my master.cfg, which contains all my core bindings, and my scripts.cfg, which, as you may have guessed, holds all my scripts. This system has worked very well for me in the past, so I expect that I will continue to use it, unless I stumble on something that changes my mind.


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autoexec.cfg (baseq3)
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The autoexec file in my baseq3 directory is basically a file execution manager. It executes my master.cfg and scripts.cfg, waiting for a brief time in between to make sure everything is parsed. Note that //EOF at the bottom of this file as well as all the others serves as a buffer between the end of the file and the content, because the last line of a config file is not parsed.


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autoexec.cfg (arena)
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It works the same as the autoexec.cfg in baseq3, except it also contains some mod-specific bindings for Rocketarena 3 (i.e. mp3 player controls). It is only executed when a game of ra3 is started, and it calls my master and scripts config file just as the other autoexec does.


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master.cfg
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This is where all my core bindings are kept. I first started using a master.cfg with my configs in quake2, using the autoexec's for each mod to call the master for the main stuff, then assigning their own mod-specific stuff. This caused for no duplicate files and makes for a clean config system. I liked the system so much, I decided to stick with it for quake3: arena. However, I have split off scripts into a separate file, simply because they are more lengthy and involved than in quake2, due to the removal of the alias command. Now, since I am left-handed, I have adapted the "perfect" ESDF setup for right handed players to IJKL. I feel this aides efficiency in finding the keys, typing, and maximizes keyboard space. I too, like most lefties, used to use the arrow keys, but once JakFrost convinced me to try using the main keyboard, and once I found IJKL, I could never go back. I recommend you give it a try. It takes a little getting used to, but I think you will agree that it is for the best. As far as my weapon placement, feel free to change it to suit your preferences. I basically kept alot of the weapons from q2 in the same place, because I was comfortable there. As long as you utilize the keys around your basic movement keys witht he important weapons, and of course jumping, it really doesn't matter if the RL is at H or O, or whatever. If all you have are the default 1-0 weapons bindings, I recommend you give my setup a shot, as it seems to work well for me and I have gotten a good response from others who have given it a try.


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scripts.cfg
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This is sef-explanatory. I have put all of my scripts in here. Be forewarned, however, this file has NO bindings...the scripts are just there, bound to nothing. You have to look in the master.cfg to find what each script is bound to. The reason I did that is because I like to have all my bindings in one place...so I keep them in a pack in master.cfg. Sometimes it may seem a hassle, but it's the way I like it, because I can switch around script bindings and such without having to sift throught the monotonous text of lengthy script definitions.


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ctfcomm.cfg
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I have put all of my ctf communications bindings in here...hence the filename. It can be executed by pressing the - key. I have broken it up into these sections: 

Scripts - I have 2 scripts in here. One script (which is bound to the 'd' key in the general comm. section) switches between inner base defense and perimeter defense. The = key is bound (in the general section) to switching between the two, and inner base d is the default. The other script is the really nifty part of my ctf config. I call it intruder alert. It does this: If you are set to inner base d, it will announce to your team ENGAGING INTRUDER IN BASE - NEED BACKUP! The red is a part of my color code which I explain later in this section as well in the ctfcomm.cfg file itself. You can also make this same annoucement by hitting 'mouse3'. To reset the alert to where it will sound on your next fire, simply press 'd' or whatever key you have bound to vstr dannouce. Now, if you are set to perimeter d, on your first shot, it will say ENGAGING INTRUDER ON PERIMETER! Again, to reset this, simply hit the key cound to vstr dannouce. Now, the other nifty tool in the perimiter defensive scheme is the incoming intruder bindings. If you are on perimeter d and an attack should happen to get by you (heaven forbid), you can tap your 'mouse3' button, then mouse1 to say INCOMING INTRUDER: PRIMARY! or mouse2 to say INCOMING INTRUDER: 2NDARY! Mouse1 will also fire as you do this so you don't miss any shots while trying to nail this guy. Once you pick mouse1 or 2, this script is reset and can be used again immediately. This system works great in a clan match, but also in pickups if your team is heads up. At this time, I only have defensive positioning done, because that is what I play, but I fully intend for the next version to contain an offensive scheme as well.

General Comm. - I have general sayings like 'Affirmative' and 'Negative' in here. 

Base Status - Base Secure, Base Overrun, and Base Status Unknown/Requested are in this section. Pretty self-explanatory. 

Quad Alerts - No brainer...Our Quad, Enemy Quad, and Unknown Quad. 

All of these binds are in a color code explained in the config file. Red = Emergency (Base overrun, Enemy Quad, etc.) Yellow = Unknown or Caution (Unknown Quad, Possible Intruder, etc.) Green = All's Clear (Base Safe, I'm in position on Defense, etc.) It's a simple code that helps when your teammates don't have time to read all messages, but they can glance to see if you are in need of help or if everything is ok. It's great for clan games.


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history
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Version 3.0 : Current ---------------------
* Added Support for Rocket Arena 3
* Added / Removed a number of scripts
* Various Changes in bindings in master.cfg
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Version 2.1 -------------------------------
* Improved CTF Communications System
* Improved Zoom Toggle Script
* Various Changes in bindings in master.cfg
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Version 2.0 -------------------------------
* Added ctfcomm.cfg
* Improved Zoom Toggle Script
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