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Want custom scripts? Im making scripts for free.
posted in Customization
61
#61
1 Frags +

I feel like there's some easy way to do this with aliases and a cross hair switcher but I'd like it so that I could have my damage text batching window to be changed to the biggest for pistol (secondary for scout) but change back to regular individual shots (I use 0.2 I think) for scatter/primary, then back to the max window for mele so you can see bleed damage add up.
I've also been trying to make it work with a view model toggle so that whenever I pull out mele it by default turns on viewmodels regardless of if I had them on before a d then if I switch back to scstter/pistol the viewmodels turns off. This first part works fine but I'm trying to figure out if I can just hit one key to toggle the viewmodels on and get rid of the thing that changes them when switching between weapons (atm I can hit my bind to toggle them on but they turn back off again as I switch weapons).

I imagine I could just have the viewmodel toggle also change the aliases for different slots but idk how to make it switch back and forth (unless the same syntax for cycling chat binds works for this application)

Also I'm a retard and can't figure out how people do scripts that refill their ammo without touching resupply cabinets (is it switching to the same loadout slot? Idk)

Also for some reason when I tried to get my uber bind to do spec previous or whatever it goes twice (when I click mouse2 and release it presumably) and idk how to fix this

Also on the topic of loadout switching I've seen people have binds to switch to kritz and say it in chat which I never figured out how to do, and also is it possible to do that on soldier so I can like rebind my viewmodel toggle to be a lower fov for original so the stupid floating hand isn't in the way?

One last thing is I found the new minimal viewmodels look good on some slots/loadouts/classes would it be doable to make original have min viewmodels but not stock or something line that assuming I have two item presets?

I feel like there's some easy way to do this with aliases and a cross hair switcher but I'd like it so that I could have my damage text batching window to be changed to the biggest for pistol (secondary for scout) but change back to regular individual shots (I use 0.2 I think) for scatter/primary, then back to the max window for mele so you can see bleed damage add up.
I've also been trying to make it work with a view model toggle so that whenever I pull out mele it by default turns on viewmodels regardless of if I had them on before a d then if I switch back to scstter/pistol the viewmodels turns off. This first part works fine but I'm trying to figure out if I can just hit one key to toggle the viewmodels on and get rid of the thing that changes them when switching between weapons (atm I can hit my bind to toggle them on but they turn back off again as I switch weapons).

I imagine I could just have the viewmodel toggle also change the aliases for different slots but idk how to make it switch back and forth (unless the same syntax for cycling chat binds works for this application)

Also I'm a retard and can't figure out how people do scripts that refill their ammo without touching resupply cabinets (is it switching to the same loadout slot? Idk)

Also for some reason when I tried to get my uber bind to do spec previous or whatever it goes twice (when I click mouse2 and release it presumably) and idk how to fix this

Also on the topic of loadout switching I've seen people have binds to switch to kritz and say it in chat which I never figured out how to do, and also is it possible to do that on soldier so I can like rebind my viewmodel toggle to be a lower fov for original so the stupid floating hand isn't in the way?

One last thing is I found the new minimal viewmodels look good on some slots/loadouts/classes would it be doable to make original have min viewmodels but not stock or something line that assuming I have two item presets?
62
#62
-1 Frags +

Any way to make a script that makes the pub matchmaker ignore the fact that I have prec installed?

Any way to make a script that makes the pub matchmaker ignore the fact that I have prec installed?
63
#63
1 Frags +

#57 What should I do with your player profile?

#58

Smoke.vpk removes the rocket explosion and replaces it with a blue spark. I recommenced you replace it with this the original one I compiled from the no explosions smoke thread somehow ended up with an extra file that messes with engie's teles after the metal reduction from the past updates. You can find the original thread about it here I simply packed them as a vpk for better performance with the source engine.

NoBulletDust- Removes dust from walls when shot, reduces rendering load

I dont know exactly what the others do. I am pretty sure that lightparticlespack and particles do not work in sv_pure servers anyway.

Medigun mod- You picked that up somewhere else

#59 Toss me a friend request to pick your scripts

#60
Smoke.vpk (Fixed)

NoBulletHoleDust

No sound scapes

Light particles pack

#57 What should I do with your player profile?

#58

Smoke.vpk removes the rocket explosion and replaces it with a blue spark. I recommenced you replace it with [url=https://drive.google.com/file/d/0B_loCHMSRedyYXB5b0t0U3c2SE0/view?usp=sharing]this[/url] the original one I compiled from the no explosions smoke thread somehow ended up with an extra file that messes with engie's teles after the metal reduction from the past updates. You can find the original thread about it [url=http://www.teamfortress.tv/25647/no-explosion-smoke-script]here[/url] I simply packed them as a vpk for better performance with the source engine.

NoBulletDust- Removes dust from walls when shot, reduces rendering load

I dont know exactly what the others do. I am pretty sure that lightparticlespack and particles do not work in sv_pure servers anyway.

Medigun mod- You picked that up somewhere else

#59 Toss me a friend request to pick your scripts

#60
[url=https://drive.google.com/file/d/0B_loCHMSRedyYXB5b0t0U3c2SE0/view?usp=sharing]Smoke.vpk (Fixed)[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedyWVpXbmduMVFFTnc/view?usp=sharing]NoBulletHoleDust[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedyY3g5R3Btd3FVYVU/view?usp=sharing] No sound scapes[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedydGNobnBpdWMyc00/view?usp=sharing]Light particles pack[/url]
64
#64
0 Frags +

#61 chuck me an add and I will work on it. (I will need your current cfg to be uploaded as a zip file)

#62 Not sure due to it functioning as a plugin I dont think there is a way around it. However i have found that these 2 commands work nicely with the new system

ds_enable 0
bind / "ds_stop;ds_record;ds_mark competitive match or scrim"

At the start of the game once everyone hits ready just hit the / key (Or rebind it to elsewhere)

#61 chuck me an add and I will work on it. (I will need your current cfg to be uploaded as a zip file)

#62 Not sure due to it functioning as a plugin I dont think there is a way around it. However i have found that these 2 commands work nicely with the new system

ds_enable 0
bind / "ds_stop;ds_record;ds_mark competitive match or scrim"


At the start of the game once everyone hits ready just hit the / key (Or rebind it to elsewhere)
65
#65
0 Frags +
BurningSmile
#60
Smoke.vpk (Fixed)

NoBulletHoleDust

No sound scapes

Light particles pack

thanks!

[quote=BurningSmile]

#60
[url=https://drive.google.com/file/d/0B_loCHMSRedyYXB5b0t0U3c2SE0/view?usp=sharing]Smoke.vpk (Fixed)[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedyWVpXbmduMVFFTnc/view?usp=sharing]NoBulletHoleDust[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedyY3g5R3Btd3FVYVU/view?usp=sharing] No sound scapes[/url]

[url=https://drive.google.com/file/d/0B_loCHMSRedydGNobnBpdWMyc00/view?usp=sharing]Light particles pack[/url][/quote]

thanks!
66
#66
2 Frags +

For anyone wondering about the benefits of the .vpks

Not using them2639 frames 11.240 seconds 234.78 fps ( 4.26 ms/f) 15.258 fps variabilityUsing them2639 frames 11.012 seconds 239.66 fps ( 4.17 ms/f) 15.725 fps variability

Not as drastic as I probably made it seem, but still a boost.

Specs are:-

i5 4670K @3.8GHz (OC)
R9 280X Vapor X Tri X (Driver version: 16.200.1035.1001)
16GB G Skill Ripjaws 1600Mhz
465GB Samsung SSD
Windows 10 Pro 64bit

Game settings are:-

1920x1080 144hz
Fullscreen
Comaglias High end config (with stabbys edits)
Nohatsmod, Nohateffectsmod, No explosion smoke script

For anyone wondering about the benefits of the .vpks

[quote=Not using them]2639 frames 11.240 seconds 234.78 fps ( 4.26 ms/f) 15.258 fps variability[/quote]

[quote=Using them]2639 frames 11.012 seconds 239.66 fps ( 4.17 ms/f) 15.725 fps variability[/quote]

Not as drastic as I probably made it seem, but still a boost.

Specs are:-

i5 4670K @3.8GHz (OC)
R9 280X Vapor X Tri X (Driver version: 16.200.1035.1001)
16GB G Skill Ripjaws 1600Mhz
465GB Samsung SSD
Windows 10 Pro 64bit

Game settings are:-

1920x1080 144hz
Fullscreen
Comaglias High end config (with stabbys edits)
Nohatsmod, Nohateffectsmod, No explosion smoke script
67
#67
1 Frags +

@Bear

    bind 1             eq_slot1
    bind 2             eq_slot2
    bind 3             eq_slot3
    bind mwheelup      eq_invprev
    bind mwheeldown    eq_invnext
    bind q             eq_lastinv

    alias set_slot1   "vm_off; hud_combattext_batching_window 0.2"
    alias set_slot2   "vm_off; hud_combattext_batching_window 2"
    alias set_slot3   "vm_on; hud_combattext_batching_window 2"

    alias eq_slot1    "slot1; set_slot1; alias eq_invnext eq_slot2; alias eq_invprev eq_slot3; qs_slot1; alias set_lastinv alias eq_lastinv eq_slot1; alias qs_slot1 ;            alias qs_slot2 set_lastinv; alias qs_slot3 set_lastinv"
    alias eq_slot2    "slot2; set_slot2; alias eq_invnext eq_slot3; alias eq_invprev eq_slot1; qs_slot2; alias set_lastinv alias eq_lastinv eq_slot2; alias qs_slot1 set_lastinv; alias qs_slot2 ;            alias qs_slot3 set_lastinv"
    alias eq_slot3    "slot3; set_slot3; alias eq_invnext eq_slot1; alias eq_invprev eq_slot2; qs_slot3; alias set_lastinv alias eq_lastinv eq_slot3; alias qs_slot1 set_lastinv; alias qs_slot2 set_lastinv; alias qs_slot3 "

    eq_slot1
    alias eq_lastinv   eq_slot2
    alias vm_set1 "alias vm_on r_drawviewmodel 1; alias vm_off r_drawviewmodel 0; alias toggle_vm vm_set2"
    alias vm_set2 "alias vm_on ; alias vm_off ; alias toggle_vm vm_set1"
    vm_set1
    alias toggle_vm vm_set2

    bind KEY toggle_vm

This should handle the switcher, set KEY to toggle whether or not the VM stops toggling, window will still toggle though regardless. Havn't hopped on to test it so let me know if it doesn't work.

bind mouse1 "+attack; impulse 101"

impulse 101 is the refill command, just bind it with +attack and you refill each shot.

Would have to see your current uber bind to see why it might toggle twice.

You can bind a key to change loadouts with the load_itempreset command, 0/1/2/3 for A/B/C/D, so to call you're changing, you'd have kritz in one of them, say D for example, and do this:

bind G "load_itempreset 3; say_team KRITZ"

Yep, you can totally do that, or you can just bind a key to toggle tf_use_min_viewmodels, either way works.

@Bear


[code] bind 1 eq_slot1
bind 2 eq_slot2
bind 3 eq_slot3
bind mwheelup eq_invprev
bind mwheeldown eq_invnext
bind q eq_lastinv


alias set_slot1 "vm_off; hud_combattext_batching_window 0.2"
alias set_slot2 "vm_off; hud_combattext_batching_window 2"
alias set_slot3 "vm_on; hud_combattext_batching_window 2"


alias eq_slot1 "slot1; set_slot1; alias eq_invnext eq_slot2; alias eq_invprev eq_slot3; qs_slot1; alias set_lastinv alias eq_lastinv eq_slot1; alias qs_slot1 ; alias qs_slot2 set_lastinv; alias qs_slot3 set_lastinv"
alias eq_slot2 "slot2; set_slot2; alias eq_invnext eq_slot3; alias eq_invprev eq_slot1; qs_slot2; alias set_lastinv alias eq_lastinv eq_slot2; alias qs_slot1 set_lastinv; alias qs_slot2 ; alias qs_slot3 set_lastinv"
alias eq_slot3 "slot3; set_slot3; alias eq_invnext eq_slot1; alias eq_invprev eq_slot2; qs_slot3; alias set_lastinv alias eq_lastinv eq_slot3; alias qs_slot1 set_lastinv; alias qs_slot2 set_lastinv; alias qs_slot3 "

eq_slot1
alias eq_lastinv eq_slot2
alias vm_set1 "alias vm_on r_drawviewmodel 1; alias vm_off r_drawviewmodel 0; alias toggle_vm vm_set2"
alias vm_set2 "alias vm_on ; alias vm_off ; alias toggle_vm vm_set1"
vm_set1
alias toggle_vm vm_set2

bind KEY toggle_vm[/code]

This should handle the switcher, set KEY to toggle whether or not the VM stops toggling, window will still toggle though regardless. Havn't hopped on to test it so let me know if it doesn't work.

[code]bind mouse1 "+attack; impulse 101"[/code]

impulse 101 is the refill command, just bind it with +attack and you refill each shot.

Would have to see your current uber bind to see why it might toggle twice.

You can bind a key to change loadouts with the load_itempreset command, 0/1/2/3 for A/B/C/D, so to call you're changing, you'd have kritz in one of them, say D for example, and do this:

[code]bind G "load_itempreset 3; say_team KRITZ"
[/code]
Yep, you can totally do that, or you can just bind a key to toggle tf_use_min_viewmodels, either way works.
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