RentQN
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SteamID64 76561197981789330
SteamID3 [U:1:21523602]
SteamID32 STEAM_0:0:10761801
Country Germany
Signed Up April 9, 2014
Last Posted April 17, 2017 at 11:27 AM
Posts 196 (0.1 per day)
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#22 What are your favorite scripts? in TF2 General Discussion
saamcant play w/o my scout script.
bind mouse1 "+prim" 
bind mouse2 "+secd"
bind mouse4 "+mel"

alias +prim "slot1;+attack"
alias -prim "-attack"
alias +secd "slot2;+attack"
alias -secd "-attack"
alias +mel "slot3;+attack"
alias -mel "-attack"
alias +prim "slot1;r_drawviewmodel 0; +attack;"
alias +secd "slot2;r_drawviewmodel 0; +attack;"
alias +mel"slot3;r_drawviewmodel 1; +attack"

What's the point of shooting with the same key you select your weapon with?

posted about 7 years ago
#10 What are your favorite scripts? in TF2 General Discussion
sopsbind q "slot1;slot2;slot1" or something and a resupply bind

I think with "slot1; slot2" you can switch back and forth between your secondary and primary?
No idea what that extra ";slot1" would be good for.

posted about 7 years ago
#4 What are your favorite scripts? in TF2 General Discussion
Kavresupply bind w/ presets

in scout:
bind F5 "load_itempreset 0; alias 1load load_itempreset 0"
bind F6 "load_itempreset 1; alias 1load load_itempreset 1"
bind F7 "load_itempreset 2; alias 1load load_itempreset 2"
bind F8 "load_itempreset 3; alias 1load load_itempreset 3"

alias 1load load_itempreset 0
bind 1 1load
then 2load for soldier, 3load pyro, etc.

makes F5-8 load each of the presets, and makes the 1 key reload the last selected preset for spawn cycles and shit.

unfortunately afaik you cant preserve the alias across sessions so it has to reset to the first preset every time you launch.

Maybe put the scipt in a extra config file and then put "host_writeconfig 1load.cfg" after the "alias 1load load_itempreset" part?
Not sure if that would work, just an idea.

Edit: If that doesn't work, try using bind instead of alias.
So "bind 1 load_itempreset X" instead of "alias 1load load_itempreset X"
Binds that are created from withing the game do save, while aliases don't.

Or maybe a simple bind like

bind [key] "+quit"
alias "+quit" "host_writeconfig"
alias "-quit" "quit"

could do the trick?
Always use that bind to close the game so all the commands that were changed while the game is running get saved before you close it.

Haven't tested any of those, just some ideas that I think might work.

posted about 7 years ago
#6 Tagg cfg in The Dumpster
NobodyI've seen people asking for Tagg's configNobodySo here's a config that is NOT Tagg's config

Mkay...?

posted about 7 years ago
#1 What are your favorite scripts? in TF2 General Discussion

I really enjoy writing scripts, especially when they are of actual use for me in-game.

So I was wondering what your favorite scripts are.
Mainly looking for scripts that are designet to help your gameplay or make things more convenient and not so much in chat spam scripts and stuff like that, but post whatever scripts you want.

I'll start:

Winger-Jump Script:

alias "+wjump" "slot2; +jump; +duck"
alias "-wjump" "slot1; -jump; -duck"
bind [key] +wjump

So this is my script for the scout when playing with the Winger.
It allows you to switch to the winger for extra jump-height and switch back to the scattergun after the jump really fast and effortlessly with just a single button.
Really basic and straight-forward script, but probably the one that has the most actual use for me.

Hope i don't get trashed for this thread like that other guy with his duck-jump script xD

posted about 7 years ago
#4 Centering crosshair (again) in Customization
f2s4x1oI'm not interested by vtf crosshairs

You should be. They are better in every single way.
The initial installation might look a little annoying but they are much easier to handle in the long run (for example because they will never be off-center ;)

posted about 7 years ago
#17 Which role do you main in TF2 General Discussion

So according to this poll you have the best chance to get the role you want (if you can/only want to play one) is med or scout (since there are two scouts) and the worst chance if you want to play roamer.
Pretty much what I expected.
Just a little surprised demo is more popular than pocket.
But scout and roamer being the most played and medic being the least played was to be expected.

posted about 7 years ago
#35 TF2 update for 2/14/17 in TF2 General Discussion
Comanglia- Fixed an animation bug that would cause the client and server hitboxes to become out of sync
I wonder how long that's been around and what exactly cause this to happen...

Since the game was released.
https://www.reddit.com/r/tf2/comments/5u2s53/tf2_update_for_21417/ddqwdus/?st=iz67agua&sh=d89ea410

posted about 7 years ago
#7 TF2 update for 2/14/17 in TF2 General Discussion

Hoped this would fix my mic being super quiet ever since the new codec... it didn't :(

posted about 7 years ago
#24 tracking aim with scatter gun as a scout.. in TF2 General Discussion

I think most good scout kinda use a mix of tracking and flick aim.
Some lean more towards tracking and some more towards flicking, but in general it's not necessary to try super hard to have your crosshair on the guy 100% of the time when it only has to be on him for a split second every time you shoot, but on the same time letting the enemy go to the edge of your screen between shots and then do a huge flick for every shot will definitely hurt your consistency.
When people say most good scouts use tracking aim I think that's not completely accurate, because real track aim to me means the kinda aiming you do when using a LG in quake or a pistol or minigun in TF2 where you try to keep your crosshair on top of the enemy all the time.
Doing that with a scattergun isn't only unnecessary but imo will also hurt your accuracy.
Your wrist will constantly end up in weird angles because you can't reset your mouse, you can't air strafe and in general it's just an unnecessary effort that takes your attention away from more important stuff.
When I watch pro scouts play most of them will keep their crosshair close to the enemy but don't exactly follow every small movement they make and instead allow their crosshairs to wander slighly off target between shots and then do very small flicks before they shoot.

posted about 7 years ago
#14 eye dominance study and its relation to FPS aiming in Off Topic
capnnofapnI'm sorry if i wasn't clear if i was referring to the player changing his angle of view or the character in game. I meant the actual person. I think you're probably right about it being irrelevant in situations where its relatively easy to keep the enemy close to the middle of the screen, such as when you're targeting an enemy thats really far away or stutter stepping, but I could see it coming into play in situations like close range scout 1v1s, switching from a target on one side of the screen to the other, and when you have to move your crosshair away from the target in order to airstrafe. The study says it only takes about a 15 degree shift in the angle your eye is looking on average for your eyes to switch dominance. I dont have the tools to figure out exactly how far to the right or left from the center of the screen 15 degrees is from where you're sitting, but if the depictions of the methods used in the study are accurate then I wouldn't be surprised if we do shift our eyes 15 degrees or more.

You entire screen is within your field of view at all times tho.
So even if an enemy is at the corner of your screen you still barely have to move your eyes.
It's really easy to test: Look at the top right corner of your screen. Close your right eye. Does your nose block any part of the screen now? It doesn't for me and unless you either have a HUGE nose or have your face like 1 centimeter away from your screen, I'm sure it doesn't for you either.
And if your nose doesn't block your view at all, there's zero reason for your dominant eye to change.

posted about 7 years ago
#11 eye dominance study and its relation to FPS aiming in Off Topic

The problem with your theory is that you rarely really move your eyes when playing a FPS.
The angle of view changes on the monitor (inside of the monitor, the monitor stays in the same place - I don't think that kind of change in angle of view has any effect on what our dominant eye is).
The angle of view at which we look at our monitor however doesn't change at all. It's always straight in front of us so we don't have to shift our heads or rotate out eyes to look at it.
Remember the part about our nose getting in the way of one eye so the other eye which isn't blocked becomes the dominant one?
That doesn't happen at all while looking at a monitor, so why would your dominant eye change?

posted about 7 years ago
#4121 HUD editing: short questions, quick answers in Customization
d4nnyRentQNd4nnyRentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.

I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.

Hey m8 I had a look around for yah and found huditemeffectmeter_particlecannon in ui folder. Im assuming "particle cannon" is the cow mangler. So.....maybe copy the stuff in there into hudammoweapons.res and try editing some stuff to make that item bar replace ammo? I only came up with a theory, im also new to hud editing so cant give you instructions on how to do it.

I messed around with that idea for a bit now, but all I was able to accomplish was removing my ammo counter entirely lol.
I need help from someone who knows a lot more about HUD editing than I do :)

posted about 7 years ago
#4119 HUD editing: short questions, quick answers in Customization
d4nnyRentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.

I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar

Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.

posted about 7 years ago
#4117 HUD editing: short questions, quick answers in Customization

I was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.

posted about 7 years ago
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