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Viewmodel help.
1
#1
0 Frags +

Hello,

I'm sure we all know of the ability to turn view models on and off. Either via the menu, console, or bind. My question is, is it possible to have view models turned on for 1 weapon, say sticky launcher, and off for pipe bomb launcher? How would one go about doing this? Additionally is it possible to make this class specific? Or will this affect every class? can I make a custom cfg for it? How could I do this? Any help would be greatly appreciated.

Thanks.

Hello,

I'm sure we all know of the ability to turn view models on and off. Either via the menu, console, or bind. My question is, is it possible to have view models turned on for 1 weapon, say sticky launcher, and off for pipe bomb launcher? How would one go about doing this? Additionally is it possible to make this class specific? Or will this affect every class? can I make a custom cfg for it? How could I do this? Any help would be greatly appreciated.

Thanks.
2
#2
5 Frags +

http://code.google.com/p/broesels-crosshair-switcher/

http://code.google.com/p/broesels-crosshair-switcher/
3
#3
1 Frags +

Yes it is. An easy way would be just to use http://clugu.com/tf2mate/.

Another way would be to use some complicated bind where you not only change weapon but turn viewmodels on or off. Class specific can be done by putting this bind in the correct cfg file. Tf2mate is probably a much easier way to go though.

Yes it is. An easy way would be just to use http://clugu.com/tf2mate/.

Another way would be to use some complicated bind where you not only change weapon but turn viewmodels on or off. Class specific can be done by putting this bind in the correct cfg file. Tf2mate is probably a much easier way to go though.
4
#4
3 Frags +

Yes

Open your Demo's individual config and copy/paste this into it.

bind key "slot1; viewmodel_fov 0"
bind key "slot2; viewmodel_fov 90"
bind key "slot3; viewmodel_fov 90"

slot1 for pipes, slot2 for stickies and slot3 for melee. I think they may have made the sticky launcher your "primary" weapon as I remember this being mentioned in an update. If this is true, then swap the slot1 and slot2 lines. It'd look like this.

bind key "slot1; viewmodel_fov 90"
bind key "slot2; viewmodel_fov 0"
bind key "slot3; viewmodel_fov 90"

By putting this in your demo's individual config, it will only work for demo. If you instead put this into your autoexec, then it will affect every class. It's not complicated like #3 said whatsoever.

Also by using viewmodel_fov 0 you won't see sparks/tracers on hitscan weapons like the scattergun, pistol, HEAVY MACHINE GUNNNN, sniper rifle, etc. You also won't see the medic's heal beam. If you would like to have no viewmodels but keep all of these, switch viewmodel_fov 0/90 for r_drawviewmodel 0/1.

Yes

Open your Demo's individual config and copy/paste this into it.

bind key "slot1; viewmodel_fov 0"
bind key "slot2; viewmodel_fov 90"
bind key "slot3; viewmodel_fov 90"

slot1 for pipes, slot2 for stickies and slot3 for melee. I think they may have made the sticky launcher your "primary" weapon as I remember this being mentioned in an update. If this is true, then swap the slot1 and slot2 lines. It'd look like this.

bind key "slot1; viewmodel_fov 90"
bind key "slot2; viewmodel_fov 0"
bind key "slot3; viewmodel_fov 90"

By putting this in your demo's individual config, it will only work for demo. If you instead put this into your autoexec, then it will affect every class. It's not complicated like #3 said whatsoever.

Also by using viewmodel_fov 0 you won't see sparks/tracers on hitscan weapons like the scattergun, pistol, HEAVY MACHINE GUNNNN, sniper rifle, etc. You also won't see the medic's heal beam. If you would like to have no viewmodels but keep all of these, switch viewmodel_fov 0/90 for r_drawviewmodel 0/1.
5
#5
1 Frags +

Very cool, thanks to you both. It looks kind of intimidating, but I'll take your word for it.

Very cool, thanks to you both. It looks kind of intimidating, but I'll take your word for it.
6
#6
0 Frags +

It's literally very simple. Copy/paste one of those two examples I gave to you into your demo's own .cfg file, save it, make it read only and play. It's better than having to download programs and whatever, though the programs given above are probably good for other things.

OH, ALMOST FORGOT, change the word "key" for whatever button you have set for your primary, secondary and melee. This might be obvious, but just in case. I'll give you an example of what I use.

bind Q "slot1; viewmodel_fov 0"
bind E "slot2; viewmodel_fov 0"
bind F "slot3; viewmodel_fov 90"

This is what I typically use for scout, for demo I have all the 0s as 1s. If you want to use other commands for a specific class that deals with your weapons, whatever commands that would be, add a semicolon to the end of "viewmodel_fov 0/1" and then the command followed by a quotation.

bind Q "slot1; viewmodel_fov 0; cl_interp 0.033"
bind E "slot1; viewmodel_fov 0; cl_interp 0.0152"
bind F "slot1; viewmodel_fov 0; cl_interp 0.033"

I know interp isn't a weapon specific command, but it noticeably affects shots fired. I also dunno why you'd change interps depending on whatever weapon you're using, but I used it as an example in case it ever confuses you.

Last edit. Let's say you have no viewmodels for primary and secondary and you switch classes immediately when you die, you'll need to open console and type viewmodel_fov (whatever number you want here, like 90). That's only if you want to have viewmodels on for the class you're switching to.

In order to make it so you don't have to keep opening console and doing this is by opening each class' individual configs, copy/pasting the commands I gave you above and adjusting them to how you see fit. This way when you die with your pipes out, you would have had no viewmodels, correct? So you die with no viewmodels and immediately change to soldier. You'll have no viewmodels on your rocket launcher, but if you had edited your soldier's config to have viewmodels for your primary, you'd just have to press your primary weapon's key and bam, viewmodels. No time wasted.

I'm sorry if I'm making this seem hard, but it's honestly the easiest thing to do.

It's literally very simple. Copy/paste one of those two examples I gave to you into your demo's own .cfg file, save it, make it read only and play. It's better than having to download programs and whatever, though the programs given above are probably good for other things.

[b]OH, ALMOST FORGOT[/b], change the word "key" for whatever button you have set for your primary, secondary and melee. This might be obvious, but just in case. I'll give you an example of what I use.

bind Q "slot1; viewmodel_fov 0"
bind E "slot2; viewmodel_fov 0"
bind F "slot3; viewmodel_fov 90"

This is what I typically use for scout, for demo I have all the 0s as 1s. If you want to use other commands for a specific class that deals with your weapons, whatever commands that would be, add a semicolon to the end of "viewmodel_fov 0/1" and then the command followed by a quotation.

bind Q "slot1; viewmodel_fov 0; cl_interp 0.033"
bind E "slot1; viewmodel_fov 0; cl_interp 0.0152"
bind F "slot1; viewmodel_fov 0; cl_interp 0.033"

I know interp isn't a weapon specific command, but it noticeably affects shots fired. I also dunno why you'd change interps depending on whatever weapon you're using, but I used it as an example in case it ever confuses you.

Last edit. Let's say you have no viewmodels for primary and secondary and you switch classes immediately when you die, you'll need to open console and type viewmodel_fov (whatever number you want here, like 90). That's only if you want to have viewmodels on for the class you're switching to.

In order to make it so you don't have to keep opening console and doing this is by opening each class' individual configs, copy/pasting the commands I gave you above and adjusting them to how you see fit. This way when you die with your pipes out, you would have had no viewmodels, correct? So you die with no viewmodels and immediately change to soldier. You'll have no viewmodels on your rocket launcher, but if you had edited your soldier's config to have viewmodels for your primary, you'd just have to press your primary weapon's key and bam, viewmodels. No time wasted.

I'm sorry if I'm making this seem hard, but it's honestly the easiest thing to do.
7
#7
0 Frags +
kirbyIt's literally very simple. Copy/paste one of those two examples I gave to you into your demo's own .cfg file, save it, make it read only and play. It's better than having to download programs and whatever, though the programs given above are probably good for other things.

OH, ALMOST FORGOT, change the word "key" for whatever button you have set for your primary, secondary and melee. This might be obvious, but just in case. I'll give you an example of what I use.

bind Q "slot1; viewmodel_fov 0"
bind E "slot2; viewmodel_fov 0"
bind F "slot3; viewmodel_fov 1"

This is what I typically use for scout, for demo I have all the 0s as 1s. If you want to use other commands for a specific class that deals with your weapons, whatever commands that would be, add a semicolon to the end of "viewmodel_fov 0/1" and then the command followed by a quotation.

bind Q "slot1; viewmodel_fov 0; cl_interp 0.033"
bind E "slot1; viewmodel_fov 0; cl_interp 0.0152"
bind F "slot1; viewmodel_fov 0; cl_interp 0.033"

I know interp isn't a weapon specific command, but it noticeably affects shots fired. I also dunno why you'd change interps depending on whatever weapon you're using, but I used it as an example in case it ever confuses you.

Last edit. Let's say you have no viewmodels for primary and secondary and you switch classes immediately when you die, you'll need to open console and type viewmodel_fov (whatever number you want here, like 90). That's only if you want to have viewmodels on for the class you're switching to.

In order to make it so you don't have to keep opening console and doing this is by opening each class' individual configs, copy/pasting the commands I gave you above and adjusting them to how you see fit. This way when you die with your pipes out, you would have had no viewmodels, correct? So you die with no viewmodels and immediately change to soldier. You'll have no viewmodels on your rocket launcher, but if you had edited your soldier's config to have viewmodels for your primary, you'd just have to press your primary weapon's key and bam, viewmodels. No time wasted.

I'm sorry if I'm making this seem hard, but it's honestly the easiest thing to do.

Okay well after doing what you said, I cant even see my models at all anymore =(. I even put auto config in launch options. ???? I deleted everything in my demo cfg, but still nothing.

Edit: when i swtich to my meele all i see is a big flash across my screen. Any thoughts?

[quote=kirby]It's literally very simple. Copy/paste one of those two examples I gave to you into your demo's own .cfg file, save it, make it read only and play. It's better than having to download programs and whatever, though the programs given above are probably good for other things.

[b]OH, ALMOST FORGOT[/b], change the word "key" for whatever button you have set for your primary, secondary and melee. This might be obvious, but just in case. I'll give you an example of what I use.

bind Q "slot1; viewmodel_fov 0"
bind E "slot2; viewmodel_fov 0"
bind F "slot3; viewmodel_fov 1"

This is what I typically use for scout, for demo I have all the 0s as 1s. If you want to use other commands for a specific class that deals with your weapons, whatever commands that would be, add a semicolon to the end of "viewmodel_fov 0/1" and then the command followed by a quotation.

bind Q "slot1; viewmodel_fov 0; cl_interp 0.033"
bind E "slot1; viewmodel_fov 0; cl_interp 0.0152"
bind F "slot1; viewmodel_fov 0; cl_interp 0.033"

I know interp isn't a weapon specific command, but it noticeably affects shots fired. I also dunno why you'd change interps depending on whatever weapon you're using, but I used it as an example in case it ever confuses you.

Last edit. Let's say you have no viewmodels for primary and secondary and you switch classes immediately when you die, you'll need to open console and type viewmodel_fov (whatever number you want here, like 90). That's only if you want to have viewmodels on for the class you're switching to.

In order to make it so you don't have to keep opening console and doing this is by opening each class' individual configs, copy/pasting the commands I gave you above and adjusting them to how you see fit. This way when you die with your pipes out, you would have had no viewmodels, correct? So you die with no viewmodels and immediately change to soldier. You'll have no viewmodels on your rocket launcher, but if you had edited your soldier's config to have viewmodels for your primary, you'd just have to press your primary weapon's key and bam, viewmodels. No time wasted.

I'm sorry if I'm making this seem hard, but it's honestly the easiest thing to do.[/quote]

Okay well after doing what you said, I cant even see my models at all anymore =(. I even put auto config in launch options. ???? I deleted everything in my demo cfg, but still nothing.

Edit: when i swtich to my meele all i see is a big flash across my screen. Any thoughts?
8
#8
0 Frags +

kirby meant to type r_drawviewmodel 1/0 not viewmodel_fov 1/0, although you can try playing around with the viewmodel_fov to make the weapon further away(a higher value) or make tracers disappear(a value of 0).

kirby meant to type [b]r_drawviewmodel[/b] 1/0 not [b]viewmodel_fov[/b] 1/0, although you can try playing around with the viewmodel_fov to make the weapon further away(a higher value) or make tracers disappear(a value of 0).
9
#9
0 Frags +

WHOOPS, I meant to make it viewmodel_fov 90 for the weapons you want to see models on. I'll fix that.

I meant to say viewmodel_fov, tooth. I mixed myself up with the values, however. Thanks for making me realize this.

Lambda, change viewmodel_fov 1 to viewmodel_fov 90. I'm sorry for the confusion, I edited my previous posts. Change viewmodel_fov 1 to viewmodel_fov 90 for the weapons you want models on in order to get your models back. Keep viewmodel_fov set to 0 for the weapons you don't want models for.

You can change the 90 on viewmodel_fov to whatever number you want. The higher you set it to, the more of your weapon you will see. The lower you make it, the less you will see of your weapon. Warning: don't make viewmodel_fov's value too high or your weapon turns upside down.

I'm sorry again. In order to make up for my mistake, I present to you one of the best video game voice lines ever. http://www.youtube.com/watch?v=4w5TeJVdhHY

WHOOPS, I meant to make it viewmodel_fov 90 for the weapons you want to see models on. I'll fix that.

I meant to say viewmodel_fov, tooth. I mixed myself up with the values, however. Thanks for making me realize this.

Lambda, [b]change viewmodel_fov 1 to viewmodel_fov 90[/b]. I'm sorry for the confusion, I edited my previous posts. Change viewmodel_fov 1 to viewmodel_fov 90 for the weapons you want models on in order to get your models back. Keep viewmodel_fov set to 0 for the weapons you don't want models for.

You can change the 90 on viewmodel_fov to whatever number you want. The higher you set it to, the more of your weapon you will see. The lower you make it, the less you will see of your weapon. Warning: don't make viewmodel_fov's value too high or your weapon turns upside down.

I'm sorry again. In order to make up for my mistake, I present to you one of the best video game voice lines ever. http://www.youtube.com/watch?v=4w5TeJVdhHY
10
#10
0 Frags +

it's ok, everything's alright now thanks for the help

it's ok, everything's alright now thanks for the help
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