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 Common Questions

  1. What does the bind do?
  2. What are the keys I can bind to?
  3. What does exec do?
  4. Why are bind and exec combined?
  5. What does wait do?
  6. What is high ascii?
  7. How does QNM animate my name?
  8. When do I animate my name?
  9. What is a config file?
  10. What is a scr ( script ) file?
  11. How do I make a macro?
  12. What commands do I use with macros?
  13. Why do I get the "Path Not Found" error?
  14. I got run time error "50003"?
  15. How do I use my name in Quake World?
  16. How do I make the animation loop?
  17. Where do I save my new name?
  18. How to do make macros bigger than one line?
  19. The name I made for QTank looks the same as Quake in Quake, Why?
  20. Quake reports: unknown command "set"
  21. When I install why am I getting Error Number 53, File Not Found?

What does the bind do?

The bind command allows you to store an action and access it by hitting a single key or button.

Example: bind "SPACE" "+jump" // This binds the action of jumping to the SpaceBar

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What are the keys I can bind to?

Here's all 82 of them: ( Notice lower case letters! )

"LEFTARROW", "DOWNARROW", "UPARROW", "RIGHTARROW", "*", "+", "INS", "DEL", "HOME", "END", "PGUP", "PGDN", "CTRL", "ALT", "SHIFT", "ENTER", "TAB", "BACKSPACE", "SPACE", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ",", ".", "/", "SEMICOLON", "'", "[", "]", "\", "-", "=", "~", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "ESC", "MOUSE1", "MOUSE2", "MOUSE3".

Quake2 has more keys for the NUMPAD. I will get them listed here soon.

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What does exec do?

The exec command opens the file and executes each statement in it. It's an easy way to store a bunch of commands or variable declarations in a central location.

Example: exec myname.scr // This executes the contents of the file "myname.scr"

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Why are bind and exec combined?

This makes it really easy to execute a script file without having to tyoe it in the console. This is how you animate your name. The script file with the animation contains numerous name changes and wait statements. Binding allows you to execute that file by hitting one key.

Example: bind "a" "exec myname.scr" // This causes Quake to search its path for the file and executes it.

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What does wait do?

The wait statement causes Quake to pause for one game tick. A game tick is typically about a tenth of a second.

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What is high ascii?

High ascii is the characters that are usually not printable. The standard characters ( lower ascii ) are numbered 1 - 128, and high ascii is numbered 129 - 256. These characters are displayed in Quake as graphics.

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How does QNM animate my name?

The animation is achieved by repeatedly changing the players name and adding wait ( pauses ) statements between each name change.

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When do I animate my name?

The only feasible time to animate your name is during the intermission ( ranking screen ). Animating at any other time will freeze your player while playing and cause unpredictable problems with game play.

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What is a config file?

The config file ( *.cfg ) holds a list of commands or variable declarations. It is an easy way to store a bunch of commands that are ran automatically when the game starts. You may use a different config file when starting Quake by specifying the -config command line.

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What is a scr ( script ) file?

A script ( *.scr ) file usually hold the players name but can contain any commands or variable declaractions. Quake does not limit what extension the script file must have. It's just a standard we use to tell what it is the file.

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How do I make a macro?

Easy one. Use QNM and save as a message script.

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What commands do I use with macros?

There are 4 that you can use with Quake. Here's what they are:

  1. say, Syntax: say <string>

    Broadcast a string to all other players. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.

  2. say_team, Syntax: say_team <string>

    Broadcast a string to all players on your team. The string is entered on the console, unlike the messagemode and messagemode2 commands, allowing it to be used on a dedicated server.

  3. messagemode, Syntax: messagemode

    Prompts for string to broadcast to all other players. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.

  4. messagemode2, Syntax: messagemode2

    Prompts for string to broadcast to your team members. This command can not be used on a dedicated server because it lacks the graphic environment. Use a say or say_team command from a dedicated server.

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Why do I get the "Path Not Found" error?

I am assuming at ths point that after unsuccessfully running QNM without the new updated Comctl32.ocx, that QNM bombed out and wrote the incorrect path to the application.

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I got run time error "50003".

This error occurs because you have an outdated, not current, run time file. The file, "comctl32.ocx", is available in the files section in the form of "comctl32.exe". It self extracts and installs itself. I got it right from Microsoft.

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How do I use my name in Quake World?

As of QW 2.0 the high ascii ( funky letters ) are displayed just like in Quake. Although the server has the option to turn off the high ascii.

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How do I make the animation loop?

That's a tricky one. Not because it is hard to do, but because it is dangerous. Here is my theory on this subject.

In order for the animation to loop, you need to have one scr file call another one. Problem is you need a way to stop the animation. Quake reads keys from the keyboard buffer, but not right away. It will do the best it can by animating the name and when it has a free moment will check that buffer for keys. So if you are playing and accidentally hit the key to start the animation, you will be frozen till you hit the stop key, and when Quake catched up to check that buffer. Follow these steps to live dangerously.

  1. Create your animated name as usual. ex. "myani.scr"
  2. Create a normal name, one frame. "myname.scr"
  3. Edit the config file that will be executed and add this line. bind "s" "exec myani.scr"
  4. Add another line to stop the animation like this. bind "q" "exec myname.scr"
  5. Finally you need to edit the animation file. Add this as the last line. exec myani.scr.

That last step will cause Quake to continously open the animation file. Once you start playing hit "q" to change to your single name. During intermision hit "s" and sit back and watch it go by. To stop the animation hit the same key that started the animation and Quake will tell you something like "Bind <Attach> blah, blah. In other words Quake got confused. BUT if you hit the key when you are playing you can expect any of the following to happen.

  1. Player will freeze.
  2. If moving, turning, firing, etc.. you will be stuck performing this action till the animation is broken.
  3. Occasionally Quake gets confused and refuses to return control to you, this is because the action that Quake was performing does not get a chance to complete before the animation started.

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Where do I save my new name?

It depends on what you are playing. If you are playing QuakeWorld, then put it in the QW directory. If normal Quake then put it in the id1 directory. CTF is the same way, the ctf directory. Whatever flavor of Quake you are playing, it needs to be in that directory.

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How to do make macros bigger than one line?

There isn't a carriage return character or function built into Quake. The only way to do this is to make 2 macros and execute both consecutively. Version 0.95 on up save block messages.

Example:

----------------Contents of a script file------------
say_team ">>>>>Team Respond Now <<<<<<"
say_team ">>>>>Return To Base Now <<<<<"
--------------------End of contents----------------

That would take up 2 lines, if they were both in a script file and executed.

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The name I made for QTank looks the same as Quake in Quake, Why?

Names, text, messages, all characters are displayed according to what the graphic wad includes. If the author of the TC made new characters for his TC, then anyone playing his TC will see his new graphics. Quake uses its own graphics and can be overridden by a TC's graphics, if you PLAY that TC. But if you feel sporty you can hack the graphics in the pak0.pak Quake file and risk the chance of ruining the pak file, just to see the TC's character set, and on your computer alone.

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Quake Reports: unknown command "set"

If you are using QNM version 0.95 then reopen the script you are attempting to exec and save it as a Quake2 script. There is a prompt that comes up before the name or animation is saved. It asks you if the script is for Quake2? Answer YES is it is for Quake2! All other versions of QNM do not have this error.

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When I install why am I getting Error Number 53, File Not Found?

Your unzipping program is not extracting the files included with QNM correctly. QNM uses long file names, and the unzipping program is attempting to unzip them as dos file names. Get a program like WinZip that extracts the files correctly.

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