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nullmovement suppresses +attack when holding M2
posted in Q/A Help
1
#1
0 Frags +

Hey guys, I’ve had this problem for a while now but have gotten sick of it to the point where I decided I’d make a post about it.

Since installing the null-movement script, holding down mouse2 disables mouse1 until I release mouse2.

If I hold down m1 and then press m2, it fires normally, but if I hold down m2 and then try shooting, nothing happens until i release m2. It’s pretty annoying and messes with my rocket jumps regularly.

I hope I did a good enough job of explaining that. Has anyone else had similar issues? How do I fix this? Thx in advance

Hey guys, I’ve had this problem for a while now but have gotten sick of it to the point where I decided I’d make a post about it.

Since installing the null-movement script, holding down mouse2 disables mouse1 until I release mouse2.

If I hold down m1 and then press m2, it fires normally, but if I hold down m2 and then try shooting, nothing happens until i release m2. It’s pretty annoying and messes with my rocket jumps regularly.

I hope I did a good enough job of explaining that. Has anyone else had similar issues? How do I fix this? Thx in advance
2
#2
12 Frags +

this has always happened to me and i don't use the script

this has always happened to me and i don't use the script
3
#3
21 Frags +

the script has nothing to do with it

the script has nothing to do with it
4
#4
0 Frags +

Null shooting script to fix this?

Null shooting script to fix this?
5
#5
0 Frags +
driftathis has always happened to me and i don't use the scripthoolithe script has nothing to do with it

oh, word. i guess i never noticed it until i installed it then.

thanks for your help regardless

[quote=drifta]this has always happened to me and i don't use the script[/quote]
[quote=hooli]the script has nothing to do with it[/quote]

oh, word. i guess i never noticed it until i installed it then.

thanks for your help regardless
6
#6
3 Frags +
ThespikedballofdoomNull shooting script to fix this?

I used to use this for a long time incase anyone wants it.

// null-cancelling attack script
// taken from https://github.com/JarateKing/jarconfig/
alias none ""
alias +atk1_null "-attack2; +attack; spec_next; alias checkm1 +attack"
alias -atk1_null "-attack; checkm2; alias checkm1 none"
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2"
alias -atk2_null "-attack2; checkm1; alias checkm2 none"
alias checkm1 "none"
alias checkm2 "none"

bind mouse1 "+atk1_null"
bind mouse2 "+atk2_null"

It's been a long time since I've played seriously with this though, so I can't remember any specific use cases where it's better / worse, I only remember it being slightly different from regular m1/m2 and generally preferring it on demo.

[quote=Thespikedballofdoom]Null shooting script to fix this?[/quote]
I used to use this for a long time incase anyone wants it.[code]// null-cancelling attack script
// taken from https://github.com/JarateKing/jarconfig/
alias none ""
alias +atk1_null "-attack2; +attack; spec_next; alias checkm1 +attack"
alias -atk1_null "-attack; checkm2; alias checkm1 none"
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2"
alias -atk2_null "-attack2; checkm1; alias checkm2 none"
alias checkm1 "none"
alias checkm2 "none"

bind mouse1 "+atk1_null"
bind mouse2 "+atk2_null"[/code]It's been a long time since I've played seriously with this though, so I can't remember any specific use cases where it's better / worse, I only remember it being slightly different from regular m1/m2 and generally preferring it on demo.
7
#7
0 Frags +
JarateKingThespikedballofdoomNull shooting script to fix this?I used to use this for a long time incase anyone wants it.
// null-cancelling attack script
// taken from https://github.com/JarateKing/jarconfig/
alias none ""
alias +atk1_null "-attack2; +attack; spec_next; alias checkm1 +attack"
alias -atk1_null "-attack; checkm2; alias checkm1 none"
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2"
alias -atk2_null "-attack2; checkm1; alias checkm2 none"
alias checkm1 "none"
alias checkm2 "none"

bind mouse1 "+atk1_null"
bind mouse2 "+atk2_null"
It's been a long time since I've played seriously with this though, so I can't remember any specific use cases where it's better / worse, I only remember it being slightly different from regular m1/m2 and generally preferring it on demo.

This fixes the shooting issue which is pretty neat, but am I the only one who's auto-reload is cancelled when holding m2? And is there any way to fix this?

[quote=JarateKing][quote=Thespikedballofdoom]Null shooting script to fix this?[/quote]
I used to use this for a long time incase anyone wants it.[code]// null-cancelling attack script
// taken from https://github.com/JarateKing/jarconfig/
alias none ""
alias +atk1_null "-attack2; +attack; spec_next; alias checkm1 +attack"
alias -atk1_null "-attack; checkm2; alias checkm1 none"
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2"
alias -atk2_null "-attack2; checkm1; alias checkm2 none"
alias checkm1 "none"
alias checkm2 "none"

bind mouse1 "+atk1_null"
bind mouse2 "+atk2_null"[/code]It's been a long time since I've played seriously with this though, so I can't remember any specific use cases where it's better / worse, I only remember it being slightly different from regular m1/m2 and generally preferring it on demo.[/quote]
This fixes the shooting issue which is pretty neat, but am I the only one who's auto-reload is cancelled when holding m2? And is there any way to fix this?
8
#8
6 Frags +

Oh no, now we need a null reloading script. It's turtles all the way down.

Oh no, now we need a null reloading script. It's turtles all the way down.
9
#9
2 Frags +
riotbzThis fixes the shooting issue which is pretty neat, but am I the only one who's auto-reload is cancelled when holding m2? And is there any way to fix this?

Some real quick testing, changing it to include +reload like so seemed to work:

// ...
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2; +reload"
alias -atk2_null "-attack2; checkm1; alias checkm2 none; -reload"
// ...

I think this'll only be a bad thing with things that autoreload already screws up (some scout primaries losing the existing ammo in clip when reloading) but I haven't looked into it much.

SetsulOh no, now we need a null reloading script. It's turtles all the way down.

If you want to see layers upon layers of logic, check out my vaccinator script.

[quote=riotbz]This fixes the shooting issue which is pretty neat, but am I the only one who's auto-reload is cancelled when holding m2? And is there any way to fix this?[/quote]
Some real quick testing, changing it to include +reload like so seemed to work:[code]// ...
alias +atk2_null "-attack; +attack2; spec_prev; alias checkm2 +attack2; +reload"
alias -atk2_null "-attack2; checkm1; alias checkm2 none; -reload"
// ...[/code]
I think this'll only be a bad thing with things that autoreload already screws up (some scout primaries losing the existing ammo in clip when reloading) but I haven't looked into it much.
[quote=Setsul]Oh no, now we need a null reloading script. It's turtles all the way down.[/quote]
If you want to see layers upon layers of logic, check out my [url=https://github.com/JarateKing/jarconfig/blob/master/cfg/binds/vaccinator.cfg]vaccinator script[/url].
10
#10
0 Frags +

If u press M2 right after M1 u can shoot silent rockets :)

If u press M2 right after M1 u can shoot silent rockets :)
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