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at 
PostPosted: 21 Dec 2008, 22:29 
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Has no REAL life! (1829)
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Hey,

I'm using this one quite some time now, and thought it's worth sharing. maybe this helps some of you out. It's quite useful and NOT forbidden in leagues (for example etf2l) :)

So if anyone wants it, dont hesitate to copy and paste ;).

I do warn you though, you may get used to it and if you ever decide to delete it,its quite annoying to get used to pressing r all the time :P



For use in your autoexec.cfg (just copy & paste in there and save)(you can find it here: Steam/Steamapps/username/Team Fortress 2/tf/cfg. If you dont have one, no problem: Open up the editor, and save the empty file as autoexec.cfg (dont forget the .cfg!!!) in the folder):
Code:
 / Attack
// ------
bind mouse1 +currentattack



// Change Current Attack
// ------------------------
alias "autoreloadON"  "alias +currentattack +autoreload; alias -currentattack -autoreload; +reload; bind mouse1 +currentattack"
alias "autoreloadOFF" "alias +currentattack +noreload;   alias -currentattack -noreload;   -reload; bind mouse1 +currentattack"


// Auto Reload after firing
// ------------------------
alias +autoreload "+attack;-reload"
alias -autoreload "-attack;wait 25;+reload"

// Anti-Reload after firing
// ------------------------
alias +noreload "-reload;+attack"
alias -noreload "-attack;"
For use in your Scout.cfg & Demoman.cfg (This will auto-realod your primary weapons only, you still have to press r for sticky launcher to reload):
Code:
"autoreloadON"

//Weapon Specific Script Loader

Alias wsl12 "slot1; wait; bind q wsl21; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadON"
alias wsl13 "slot1; wait; bind q wsl31; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl13; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadON"
alias wsl21 "slot2; wait; bind q wsl12; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl32; wait; autoreloadOFF"
alias wsl23 "slot2; wait; bind q wsl32; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadOFF"
alias wsl31 "slot3; wait; bind q wsl13; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl31; wait; autoreloadOFF"
alias wsl32 "slot3; wait; bind q wsl23; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadOFF"
wsl12
For use in Soldier.cfg (This will auto-reload both your RL & Shotty):
Code:
"autoreloadON"

//Weapon Specific Script Loader

Alias wsl12 "slot1; wait; bind q wsl21; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadON"
alias wsl13 "slot1; wait; bind q wsl31; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl13; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadON"
alias wsl21 "slot2; wait; bind q wsl12; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl32; wait; autoreloadON"
alias wsl23 "slot2; wait; bind q wsl32; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadON"
alias wsl31 "slot3; wait; bind q wsl13; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl31; wait; autoreloadOFF"
alias wsl32 "slot3; wait; bind q wsl23; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadOFF"
wsl12
For use in Pyro.cfg & Heavy.cfg (This will auto-reload your Shotties only (as you cant reload your Flamer & Sasha :P Use it though to avoid any issiues, for example constantly spinning Minigun):
Code:
"autoreloadON"

//Weapon Specific Script Loader

Alias wsl12 "slot1; wait; bind q wsl21; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadOFF"
alias wsl13 "slot1; wait; bind q wsl31; wait; bind mwheelup wsl31; wait; bind mwheeldown wsl21; wait; bind 1 wsl13; wait; bind 2 wsl21; wait; bind 3 wsl31; wait; autoreloadOFF"
alias wsl21 "slot2; wait; bind q wsl12; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl21; wait; bind 3 wsl32; wait; autoreloadON"
alias wsl23 "slot2; wait; bind q wsl32; wait; bind mwheelup wsl12; wait; bind mwheeldown wsl32; wait; bind 1 wsl12; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadON"
alias wsl31 "slot3; wait; bind q wsl13; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl31; wait; autoreloadOFF"
alias wsl32 "slot3; wait; bind q wsl23; wait; bind mwheelup wsl23; wait; bind mwheeldown wsl13; wait; bind 1 wsl13; wait; bind 2 wsl23; wait; bind 3 wsl32; wait; autoreloadOFF"
wsl12
For use in Engineer.cfg, Medic.cfg, Sniper.cfg & Spy.cfg (This will auto-reload none of your weapons. You theoretically can use the same Code from Scout & Demoman for Engineer, however you wont be able to switch to your build panel with mousewheel then and have to use 4 & 5, and that can be quite annoying):
Code:
"autoreloadOFF"

bind mouse1 +attack
bind mwheelup invprev
bind mwheeldown invnext
bind q lastinv
bind 1 slot1
bind 2 slot2
bind 3 slot3
However, there are some minor issues with this script
1) If you get killed while holding your non-primary as Scout, Soldier, Pyro, Demoman or Heavy, switching weapons wont work properly at first. Just randomly switch through your weapons after spawning to fix this.
2) When watching SourceTV Demos, you wont be able to switch through the players with Mouse1. You either have to use Mouse2 then or write "bind mouse1 +attack" (without the "") in Console. If you wanna play a game after watching the demo, you have to restart the game if you used the bind mouse1 +attack console-command.


Cheers, Relentless :18

PS: I didn't create this script, however I dont know who did. Just to avoid misunderstandings :)

_________________
All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


Last edited by [SpA]Relentless on 22 Dec 2008, 12:07, edited 1 time in total.

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nl 
PostPosted: 21 Dec 2008, 22:43 
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Has no REAL life! (2546)
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That sounds pretty nice, thanks
I'll try it out :D


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dk 
PostPosted: 22 Dec 2008, 11:50 
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Wow, something that actually works in my TF2!!!

Thanks!

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gb 
PostPosted: 22 Dec 2008, 13:47 
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Has no REAL life! (5288)
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Useful, thanks :)

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de 
PostPosted: 02 Jan 2009, 14:37 
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Has no REAL life! (3426)
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i'll try it out now~ :mrgreen:

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fi 
PostPosted: 02 Jan 2009, 15:04 
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Crap at posting (50)
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Pretty cool, thanks m8! :18


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de 
PostPosted: 02 Jan 2009, 15:12 
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Has no REAL life! (3426)
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dunno...deleted it again...it's kinda strange since the weapon switch is weird..."q" not workin well & stuff o:

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nl 
PostPosted: 02 Jan 2009, 15:42 
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Has no REAL life! (2546)
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[SpA]Baal Kagan wrote:
dunno...deleted it again...it's kinda strange since the weapon switch is weird..."q" not workin well & stuff o:
That's what I said.. just scroll through your weapons at start and no problem :D


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se 
PostPosted: 02 Jan 2009, 17:38 
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[SpA]futari wrote:
[SpA]Baal Kagan wrote:
dunno...deleted it again...it's kinda strange since the weapon switch is weird..."q" not workin well & stuff o:
That's what I said.. just scroll through your weapons at start and no problem :D
I also said that in the first post (you see the big red text? :mrgreen: )

_________________
All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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ro 
PostPosted: 02 Jan 2009, 18:53 
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The Necromancer (4970)
Actually, that's a "bug" in the script. It uses an old trick of cycling through specific weapons through rebinds which I used in CS times when mousewheel fastswitch didn't work.

The problem here is that the author of the script didn't put in the initial binds for the "zero state", so to speak. It can be fixed putting an additional bind at the beginning of the script so you don't have to cycle weapons initially but truth be told the whole thing is a bit messy anyway... E.g. why are keys being rebound all the time - that's not the proper way to do it, the proper way of doing cycle scripts is making an alias and then re-alias it, so that you don't have to change the key bindings everywhere if you make some changes to the script or want to customize it...

By the way - as far as I can see all the script does is toggling +reload after attacking with specific weapons - is a script really needed for such a simple thing? 0_o

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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pl 
PostPosted: 02 Jan 2009, 19:16 
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Has no REAL life! (1715)
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What was it ? Less skill = more scripts ? :P


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se 
PostPosted: 02 Jan 2009, 22:25 
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Has no REAL life! (1829)
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I dont care if people say I got less skill because I use scripts. It improved my gameplay, its not forbidden, its fine. :mrgreen:
I rather concentrate on my movement than on my r-button. Much more relaxed :4

Lim-Dul, as longs as it works, I dont care if its complicated 8)

_________________
All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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gb 
PostPosted: 03 Jan 2009, 00:53 
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Yeah its not skillful to press 'r' after each shot, so why not use something which does the repetitive tasks therefore letting you concentrate on things which require skill.

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pl 
PostPosted: 03 Jan 2009, 01:03 
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IMO that's better to have full control when to reload and when not. Is it really hard to press R sometimes :> ?


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gb 
PostPosted: 03 Jan 2009, 09:53 
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Marmot wrote:
IMO that's better to have full control when to reload and when not. Is it really hard to press R sometimes :> ?
Reload is cancelled by firing the weapon (In weapons such as the scattergun/rocket launcher), so this just reloads at every opportunity, so actually you have more control in other areas which actually need control. You would only get problems if you couldn't shoot while reloading (Such as the spy pistol), but thats the point of having different scripts for different guns.

As a scout surrounded by a million people it can save you as you can concentrate on movement and firing, rather than using one finger that could be used for movement on the r button :wink:

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ro 
PostPosted: 03 Jan 2009, 10:28 
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Has no REAL life! (3017)
I'll be giving it a try. Thanks!

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se 
PostPosted: 03 Jan 2009, 11:43 
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Has no REAL life! (1829)
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[SpA]Minimoose! wrote:
Marmot wrote:
IMO that's better to have full control when to reload and when not. Is it really hard to press R sometimes :> ?
Reload is cancelled by firing the weapon (In weapons such as the scattergun/rocket launcher), so this just reloads at every opportunity, so actually you have more control in other areas which actually need control. You would only get problems if you couldn't shoot while reloading (Such as the spy pistol), but thats the point of having different scripts for different guns.

As a scout surrounded by a million people it can save you as you can concentrate on movement and firing, rather than using one finger that could be used for movement on the r button :wink:
Plus, you always have the maximum ammo possible loaded. It can save lives if you got like 1 more scattergun shell in your gun as if you hadnt reloaded asap.

_________________
All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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ro 
PostPosted: 03 Jan 2009, 14:07 
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The Necromancer (4970)
He, he - "losing focus by using the r button" - and here, ladies and gentlemen, we see the superiority of my concept of controlling actions with the mouse and movement with the keyboard. I reload with mouse4 - this solution does about the same thing as this whole script. ^^

By the way - scripts are OK, my main gripe with this one is that it isn't designed properly and I'm too lazy to fix it because I don't see much use for it in my case...

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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pl 
PostPosted: 03 Jan 2009, 16:55 
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Has no REAL life! (1715)
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Reload on mouse button ftw ( especially if you play using arrows not wsad - like me ;) ) :4


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fr 
PostPosted: 03 Jan 2009, 17:43 
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[SpA]Lim-Dul wrote:
I'm too lazy to fix it because I don't see much use for it in my case...
Well... you could fix it for us just to show us your awesome scripting skillz.


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ro 
PostPosted: 03 Jan 2009, 17:57 
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The Necromancer (4970)
Nah - my e-peen currently feels big enough. Should it grow soft and small I can always return to this thread. ;-)

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War does not determine who is right - only who is left. - Bertrand Russell


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nl 
PostPosted: 03 Jan 2009, 18:24 
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[SpA]Lim-Dul wrote:
Nah - my e-peen currently feels big enough. Should it grow soft and small I can always return to this thread. ;-)
Anybody got one of these lying around for the meeting, after we work our magic on his e-peen he'll want to rewrite this script for sure o:

Image

You can take this as a compliment I suppose~


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gb 
PostPosted: 03 Jan 2009, 20:32 
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I don't see what the point is of the arguments against it, you can have something which reloads instantly and automatically, or you can have a button to do it manually...

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pl 
PostPosted: 03 Jan 2009, 21:37 
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Some people may like having more control ingame ;]


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ro 
PostPosted: 03 Jan 2009, 21:42 
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The Necromancer (4970)
I have only two arguments against the script:

1) You lose control over your reloads - this is a personal choice so it's actually not a very strong argument, especially since our best soldier player is using it ^^
2) The script is not well written - it kinda works but like Baal said you need to initially scroll through the weapons and the various waits and rebinds induce an input-lag... Might only be a couple of milliseconds but still...

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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ro 
PostPosted: 03 Jan 2009, 21:47 
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Has no REAL life! (3017)
I've tried it today. It works wonders for the scout and the soldier. I'm having issues with it on medic though. It happens that I start to fire, one serynge is shot and he reloads. :( (yes, I'm still holding left click :-P)

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gb 
PostPosted: 04 Jan 2009, 01:21 
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[SpA]sebas wrote:
I've tried it today. It works wonders for the scout and the soldier. I'm having issues with it on medic though. It happens that I start to fire, one serynge is shot and he reloads. :( (yes, I'm still holding left click :-P)
Make sure you have all the right scripts in the right .cfg files, mine is working perfectly for every character, sounds as if you have put the scout script into the medic.cfg.

It does take a millisecond or so more time, but it has improved my ammo management so much that its saved me loads of times during wars, and if you do need it that much faster you can use it and use a mouse button for reload. It's also useful if you have low ammo in every gun, you can just switch through them without concentrating and it will auto reload them :)

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ro 
PostPosted: 04 Jan 2009, 01:34 
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Has no REAL life! (3017)
I'll just remove it from the medic altogether. It's not like I have to rpess R often when playing it. :P

edit.
Wait, I have nothing in the medic.cfg. :( Help!

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gb 
PostPosted: 04 Jan 2009, 09:01 
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[SpA]sebas wrote:
I'll just remove it from the medic altogether. It's not like I have to rpess R often when playing it. :P

edit.
Wait, I have nothing in the medic.cfg. :( Help!
"autoreloadOFF"

bind mouse1 +attack
bind mwheelup invprev
bind mwheeldown invnext
bind q lastinv
bind 1 slot1
bind 2 slot2
bind 3 slot3

That one goes into the medic one, it turns the script off for all the weapons of the character.

_________________
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fr 
PostPosted: 04 Jan 2009, 10:27 
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As Lim-Dul already noted, that script is badly written. Apart from using key binds in aliases it's also overly complicated. And because it's so complicated and uses wait it introduces input lag.

There is a much simpler way of achieving the same thing without wait: as long as +reload is on, you will automatically reload in TF2. This has not been the case in TFC and maybe this is why some scripters don't realize it.

The simplest of all solutions would be a toggle bind, so you just switch +reload on whenever you want it. This is however bad if you switch weapons often.

So here is the script I'm using, copied together from various sites.

autoexec.cfg
Code:
//Screenshots
jpeg_quality "98"

//Crouch jump
alias +crouchjump "+jump;+duck"
alias -crouchjump "-duck;-jump"

//Set up the specific weapons so that they will change to auto-reload as required.
alias "weapon1" "+reload; slot1; alias nextweap select21; alias prevweap select31; alias select1 weapon1; alias select2 select21; alias select3 select31;"
alias "weapon2" "-reload; slot2; alias nextweap select32; alias prevweap select12; alias select1 select12; alias select2 weapon2; alias select3 select32;"
alias "weapon3" "-reload; slot3; alias nextweap select13; alias prevweap select23; alias select1 select13; alias select2 select23; alias select3 weapon3;"

//Set up the previous weapon toggle
alias "select12" "weapon1; alias toggleweap select21"
alias "select13" "weapon1; alias toggleweap select31"
alias "select21" "weapon2; alias toggleweap select12"
alias "select23" "weapon2; alias toggleweap select32"
alias "select31" "weapon3; alias toggleweap select13"
alias "select32" "weapon3; alias toggleweap select23"

//Initialize script
select12

//Binds
bind "q" "toggleweap"
bind "1" "select1"
bind "2" "select2"
bind "3" "select3"
bind "MWHEELUP" "prevweap"
bind "MWHEELDOWN" "nextweap"
bind space "+crouchjump"
bind "F5" "jpeg"
soldier.cfg
Code:
bind space "+crouchjump"

//Set up the specific weapons so that they will change to auto-reload as required.
alias "weapon1" "+reload; slot1; alias nextweap select21; alias prevweap select31; alias select1 weapon1; alias select2 select21; alias select3 select31;"
alias "weapon2" "+reload; slot2; alias nextweap select32; alias prevweap select12; alias select1 select12; alias select2 weapon2; alias select3 select32;"
alias "weapon3" "-reload; slot3; alias nextweap select13; alias prevweap select23; alias select1 select13; alias select2 select23; alias select3 weapon3;"

//Initialize script
select12
demoman.cfg
Code:
bind space "+crouchjump"

//Set up the specific weapons so that they will change to auto-reload as required.
alias "weapon1" "+reload; slot1; alias nextweap select21; alias prevweap select31; alias select1 weapon1; alias select2 select21; alias select3 select31;"
alias "weapon2" "-reload; slot2; alias nextweap select32; alias prevweap select12; alias select1 select12; alias select2 weapon2; alias select3 select32;"
alias "weapon3" "-reload; slot3; alias nextweap select13; alias prevweap select23; alias select1 select13; alias select2 select23; alias select3 weapon3;"

//Initialize script
select12
scout.cfg
Code:
bind space "+jump"

//Set up the specific weapons so that they will change to auto-reload as required.
alias "weapon1" "+reload; slot1; alias nextweap select21; alias prevweap select31; alias select1 weapon1; alias select2 select21; alias select3 select31;"
alias "weapon2" "-reload; slot2; alias nextweap select32; alias prevweap select12; alias select1 select12; alias select2 weapon2; alias select3 select32;"
alias "weapon3" "-reload; slot3; alias nextweap select13; alias prevweap select23; alias select1 select13; alias select2 select23; alias select3 weapon3;"

//Initialize script
select12
And so on...
Simply set a + in front of the reload if you want the weapon to autoreload else a -.

This produces no input lag, has no bugs, you don't need to cycle weapons on spawn and supports the last used weapon button.


PS (for Lim-Dul): I know I use binds in the class specific settings for the crouchjump which is not as clean as it could be, but I was just too lazy for aliases.


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