View Full Version : New Keybind: "Go to parent channel" action
US.The-Duke
07-06-2004, 10:23
In our clan we have different channels for different maps that are being played. Each map channel has a sub-channel for assault and defense. To enforce the policy of "dead men don't talk", we currently need a "dead channel" that can be bound to a key. However, this additional channel would not be needed if it was possible to switch to the parent channel with a common keybind, i.e. without the need to bind and remember a key for the map channel somebody is currently in.
It would be great if there was a new action that allows to do this. Alternatively, there could be a special channel name, like ".." that allows to do the same.
Thanks.
bind a key to the dead mens room both teams can taunt till next mission ,or 2 diferant dead mens rooms .. then bind for 2 new channels name the assalt channel and one called defence channel . so even if you switch teams . it still works you can bind more than 1 bind ... bind something like keys T&X for deadmans room T&A for assalt T&D for defence you will get switch to that room ! if some one is in wrong room you ask them to switch or kick them out of server for cheating it's in the settings tab/keybinds/switch to/channel and all channels are listed in the drop arrow for easy selections .... and you can export the binds for all clan members to use same !!!
US.The-Duke
11-06-2004, 20:33
Thanks for the answer, but I'm afraid you misunderstood me. Consider the following setup:
+ Default
+ - Map 1
(+ - All Dead)
+ - Assault
+ - Defense
+ - Map 2
+ - Assault
+ - Defense
+ - Map X
+ - Assault
+ - Defense
...
The problem is that people cannot bind a key for all maps because there's too many of them. Selection of the map has to be done manually when joining the game, but that's OK. However, because of this I cannot use a common dead-channel because people would not be able to get back into their map-channel via a keybind.
Currently this requires us to have an All Dead channel in *all* map channels like indicated in the figure above. However, that kinda clutters the TS interface for something that's not really needed: If there was a possibility to go to the parent channel, you don't even have to know which map you're currently in: You can bind a key for Assault, Defense and ".." which is the common room for inactive people in each map and that's it.
I don't think that can be currently done but to me it sounds logical that if TS offers hierarchical structures it should provide appropriate ways to navigate through them. ;)
do you got 3 differant game servers playing 3 diferant maps at 1 time ? if so i see your point ! but if not the map # on the map dont matter when the server changes maps ! you only go back to the assault or defence channel , this works even if teams switch up at games end ! no need to switch channels bacuse the map changes , players keep going back to same channels
only need 2 channel and 3 subchannels 1 of those is the default you log in too
- default channel
- all maps 1 ,2, and 3 room names whatever channel <---why switch rooms when map changes and no toggle needed for this 1
- assault sub-chan <--- toggle to t&a
- defence sub-chan <--- toggle to t&d
- dead mans room sub-chan <--- toggle to t&x <----- this room fills up till map is done ! all toggle back to what room they need to be in for the next mission !!! and you can export your toggles to all so there the same ....
US.The-Duke
12-06-2004, 11:20
Ah, yeah the problem is that there's multiple maps that can be played at the same time by different people on the TS server. It's not about rotating maps on one single gameserver. Say there are 20 people on the server playing 3 different maps (on 3 different servers) and all 3 groups are split into Assault/Defense so all three groups need the respective channels Assault/Defense/Dead. As you said, I can make an additional channel for the dead ppl but I should not have to because the map channel itself can serve that purpose if it can be reached by a generic (channel-independent) keybind.
Maybe I should have added that we mainly play America's Army. There's a set of about 20 maps available with a smaller number being the real popular maps which we have dedicated channels for. These channels are not numbered but given the name of the map. I just chose to number them for simplicity. However, if there's an additional dead channel for each map, the interface gets cluttered quickly. That's what I want to avoid.
Anyone from the TS crew got an opinion on this?
Thanks.
Delusional
12-06-2004, 18:25
I would this you would setup a top level channel for each game server (not each map) with an assault and defense sub-channel. This way you could still do what M&M says. It would also cut way down on the channel clutter.
In your configuration what happens if two servers are on the same map? then you have people from two diff servers in the same map channel...
how many game servers are useing your 1 teamspeak server ?
if there is only 1 game server useing your t-s server but rotates 3 maps you dont need to leave the room your in ...it's still got the same players in it !! name of the map is not needed in the team speak ! this is for the game server channel/and 2 or 3 sub-channels is for this 1 game server only !!
if you got 3 game servers running on 1 t-s server ya it would be a bit harder to do but could be done with only 7 binds all dead going to the default and the other 6 / 2 per sub-channel assault/defend .. in the set binds use the switch to /channel /and the drop-down arrow it has all channels by name listed as well as sub-channels "thats why you add a # to the assault/defends"to mach the server name "a-army 1" or #1 a-army game server <--- whatever server is called but add the 1 befor or after name so players can tell what bind is for what rooms server # of 1,2 or 3 plus the letter A or D will take them to were they need to go !!!!!!!!!! simple and it's still exportable to all players !!!
default <--- entry point only and "all servers" dead only use bind to -->D&X
-"name of game server 1" <-here keep the 1 <--- no bind on this channel
--assault1 - 1&a <---bind to keys on both sub/chans
--defend1 - 1&d <--- bind keys
-game server 2 <-- no bind this channel
--assault2 2&a <--- bind keys
--defend2 2&d <---bind keys
-game server 3 <--- no bind this channel
--assault3 3&a <---bind keys
--defend3 3&d <--- bind keys
now can we talk about payment for my services :eek: !!! this is going to cost ya
you got to come back and help others in this fourm the rest of your life !!!
:rolleyes: :p :D
US.The-Duke
13-06-2004, 11:00
I would this you would setup a top level channel for each game server (not each map) with an assault and defense sub-channel
Hmm, let me check... there are about 300 public servers currently online that people can choose from. I think that's a bit much isn't it? :cool:
Seriously, that's impossible. Even if you only consider "favorite" servers, the number is still too high.
In your configuration what happens if two servers are on the same map? then you have people from two diff servers in the same map channel...That's unlikely to happen. Either people play together on the same server or play a different map. If it does happen, there's enough backup channels for the "minorities". This is one of the reasons why binds have to be independent of the top level channels.
m&m, I appreciate your input, but you cannot solve my problem. The problem is not to have exportable keybinds. I know I can do that, but out of 50 people you probably won't find 2 that consider the same keybind setup as convenient for them. Also your suggestion doesn't scale with the number of maps. Your example already needs 7 binds. Anything above 4 is hard to remember and without visual feedback while in game it's too easy to mix things up. Just 2 maps more and you're at 11 binds. This is not an option, sorry.
I can see from the discussion so far that it seems to be an uncommon problem though (probably caused by the nature of the game, which is quite different to others regarding map and server distribution). But to me it feels like being in a DOS-shell and not having the ability to do a "cd .." - a quite essential thing IMO. ;)
Delusional
13-06-2004, 19:11
you seem to be contridicting yourself, or maybe your just not clear enough...
You say you have 300+ servers online but it is unlikey any will be on the same map at same time? That doesnt seem right. If it is true then there must be 1000s of maps, in which case it would be less to do it by server not map.
In any case... maybe your answer is the extra functionallity for changing to the parent channel, and maybe a 'cycle through sub-channels' binding where 1 binding would cycle through the subchannels of the parent your in. One more thing that might help would be being able to have a custom wave file for each channel (if this was possible), instead of saying 'Switched Channel' it would play something like 'Switched to Map 1 assault channel' . Don't know if that would really be possible 'cause the wav file would have to be available to all the clients. If it was possible to set the wav per channel, maybe you could zip up the wav files and make avail for download.
I am just throwin stuff out there to try and get some ideas going. Don't give up yet, from what I have seen TS is the best.
i was talking about exporting the binds to pep's you know or clan members and players of the same game servers !!! and only if your the owner of a teamspeak server or at least a sa on it so you can set up "rooms" the way in the diagram ! you can set up the way you need it for the games you play on it !! no this will not work on just any t-s server !! nor can you be all things to all game servers .....rooms got to be made in the way you need them for a few game servers you do use !!! for a few game servers you host for.....and the t-s server can be made to run 4 instances of t-s server with the 1 server app thats a few diferant choices of t-s servers and game servers to host !!! meaning more rooms you can make and set binds for ! or even use the same if the room are set up alike in each of the t-s's
US.The-Duke
14-06-2004, 10:19
Well, I thought this was the right place to request a new feature. I tried to provide a good motivation for it from the aspect of usability, as well as from the point that a hierarchical structure needs proper ways for navigation.
I don't think I have to justify myself and our server setup here again and again. All I want to hear is something like "Yep, sounds like a good feature and is easy to implement" or "No, that's BS, don't waste our time".
Regards.
Yep, sounds like a good feature and is easy to implement. Maybe hide it away in the "advanced keybinds" section, so newcomers aren't shocked by the amount to choose from.
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