How much over $600 are you willing to pay?
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SteamID64 | 76561198044000407 |
SteamID3 | [U:1:83734679] |
SteamID32 | STEAM_0:1:41867339 |
Country | Korea, Republic of |
Signed Up | October 12, 2012 |
Last Posted | October 22, 2014 at 4:17 PM |
Posts | 659 (0.1 per day) |
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Just keep playing all of them. After a while you'll notice that there's some classes that you're better than at than others, and at the same time there's some classes you prefer playing more than others.
At this point you just play whatever the fuck you want.
dashner
One day I was playing in our regular pub and I noticed that he's flying all over place doing fancy wall jumps and strafing, so I asked him on steam "how are you doing that?"
He took me to Jujump iT and spent half an hour watching me fumble through the easiest wall jumps and pogos before we cleared stage A and he left me to practice.
I haven't really gotten much better at jumping since, but I'm always grateful to him for introducing me to this format.
I missed it what happened?
I mean, someone somewhere had to have said "drawviewmodel" will do this-
What are all the other key words? I mean if hooli didn't show me I never would've guessed that load_itempreset is the command that switches loadouts.
No, I like my scripts. All I need to do is get all this working with primsecswap (or a different script that works the same way, perhaps? I've been looking through your Broesel's switcher and it has this "switch_between_slot1_and_slot2" which sounds promising.)
Just curious, how are you guys capable of just writing scripts on the spot? Is there like a guide that lists all the different elements of the code, like a dictionary of scripting language)
AznBoiz(I think friendly doesn't matter)
If that part is true it wouldn't be too difficult to ask your team's demo to equip targe for a few moments.
It's not the last weapon key, even if you were holding out the melee if you press q twice it would go to your primary then your secondary.
Primsecswap; it's amazing.
Actually I'll try out that first thing posted in the thread, maybe that'll help.
Edit: nope
Edit2: great, now my primsecswap is broken.
Oh okay I changed my 1, 2, 3 to yours and it's working.
But I can't live without my primsecswap. Could you help me figure in that part as well? And thanks for the help!
Mage everytime I press 1, 2, 3 or q the viewmodel switches back on. That's why I pasted my configs to see if you could figure out what part of my scripts are interfering with yours.
Hooli your script changes the loadouts for me, but the viewmodels stay intact. What should I fix? here's what I've done to it so far:
bind 1 weapon1; key1
bind 2 weapon2; key2
bind 3 weapon3; key3
alias loadout1 "defaultrl;load_itempreset 0"
alias loadout2 "load_itempreset 1"
alias loadout3 "cowmangler;load_itempreset 2"
alias loadout4 "load_itempreset 3"
bind f1 loadout1
bind f2 loadout2
bind f3 loadout3
bind f4 loadout4
alias defaultrl "alias key1 "slot1;viewmodel_fov 0;r_drawviewmodel 0";alias key2 "slot2;viewmodel_fov 0;r_drawviewmodel 0";alias key3 "slot3;viewmodel_fov 90;r_drawviewmodel 1""
alias cowmangler "alias key1 "slot1;viewmodel_fov 90;r_drawviewmodel 1";alias key2 "slot2;viewmodel_fov 0;r_drawviewmodel 0";alias key3 "slot3;viewmodel_fov 90;r_drawviewmodel 1""
The "bind 1 weapon 1" part because otherwise it wouldn't do anything.
Okay so I tried the toggle and put that in my reset file
//defaults for how hiding weapons is done
alias show_weapon "viewmodel_fov 70; r_drawviewmodel 1"
alias hide_weapon "viewmodel_fov 0" //0.0001 is causing some graphical glitches, keeping it at 0 for now
//undo class specific stuff
//binds
bind 1 weapon1
bind 2 weapon2
bind 3 weapon3
bind q primsecswap
bind MOUSE1 "+attack; current_vis_shootswitch"
bind MOUSE2 "+attack2; current_vis_shootswitch"
bind MOUSE3 "+attack3; current_vis_shootswitch"
bind 1 "slot1; primary; alias currenttog primarytog"
bind 2 "slot2; secondary; alias currenttog secondarytog"
bind 3 "slot3; melee; alias currenttog meleetog"
bind p currenttog
alias currenttog primarytog
alias primary primaryvis
alias primaryvis "r_drawviewmodel 1"
alias primaryhid "r_drawviewmodel 0"
alias primarytog primarytogvis
alias primarytogvis "primaryvis; alias primary primaryvis; alias primarytog primarytoghid"
alias primarytoghid "primaryhid; alias primary primaryhid; alias primarytog primarytogvis"
alias secondary secondaryvis
alias secondaryvis "r_drawviewmodel 1"
alias secondaryhid "r_drawviewmodel 0"
alias secondarytog secondarytogvis
alias secondarytogvis "secondaryvis; alias secondary secondaryvis; alias secondarytog secondarytoghid"
alias secondarytoghid "secondaryhid; alias secondary secondaryhid; alias secondarytog secondarytogvis"
alias melee meleevis
alias meleevis "r_drawviewmodel 1"
alias meleehid "r_drawviewmodel 0"
alias meleetog meleetogvis
alias meleetogvis "meleevis; alias melee meleevis; alias meleetog meleetoghid"
alias meleetoghid "meleehid; alias melee meleehid; alias meleetog meleetogvis"
and everytime I switch weapons it just goes back to showing the weapon. Here's my soldier cfg:
exec reset
alias start_spawn_switch "alias finish_spawn_switch "join_class soldier"; join_class random"
unbind mouse2
unbind 1
unbind 2
unbind 3
unbind q
bind 1 weapon1
bind 2 weapon2
bind 3 weapon3
bind q primsecswap
bind mouse2 primsecswap
bind SPACE +crouchJump
What's interfering? What do I need to fix?
Edit: hooli I just saw your message trying that now
Is there a way to show the viewmodel for, say, the original and the shotgun, but not the cow mangler?
Please and thank you.
brownymasterSnowyI don't know if it's a 100% upgrade. The pistol is a very powerful weapon, after all.Pistol accuracy is meh though.
But it does seem very useful, not to mention fun (why we play this game, right guys?)
Tell that to the scouts who shit on me in MGE.
I don't know if it's a 100% upgrade. The pistol is a very powerful weapon, after all.
But it does seem very useful, not to mention fun (why we play this game, right guys?)
Dear Valve,
Hello, and thank you for taking the time to read this.
I recently read (one of?) your statements regarding the cp_badlands window situation, and understand that it was never meant to be passable and that you feel you simply corrected an old oversight.
While the detail might seem minor to most players, that window is integral to the role of a demoman during any midfights. I believe that its removal makes the map slightly less even and compounds the advantage of whichever side's demoman arrives at mid first.
Competitive players often refer to cp_badlands as the perfect map. It is my hopes that you will not lessen this distinction by removing what you perceive to a glitch after 5 years since its inception.
I will refrain from complaining too much about the Escape Plan nerf, since I rather enjoy seeing all those unimaginative soldier mains floundering in panic, but surely you will receive many other messages regarding it. Please give them a second thought.
Most importantly, thank you for working so hard on the recent update! The past day's been very enjoyable.
Regards,
Am I supposed to put my handle here or my real name?
P.S. I'm sure it doesn't matter to you either way.
Does this satisfy your qualifications, Jas? And yes, I used the email form.