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PostPosted: 02 May 2009, 23:46 
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Kinda hopeless, but improving (112)
My autoreload-script!!! :P

It autoreloads weapons like rocketlauncher, stickylauncher, nadelauncher and shotguns!
Made this script myself after seing a post on the official forums.

Known issues
  • Not working when switching loadouts for Scout, i.e. FaN - Scattergun <- FIXED
  • Stickylaunchers power-loadup locks itself if you move in one direction and not changing (fixed by strafing for a sec) <- FIXED
  • You have to move for the weapons to autoreload (this is to prevent stickylauncher from bugging etc) <- FIXED
  • Some classes scripts will not work if you change weapons with the scroller!
REMEMBER TO TWEAK THE KEYS SO IT MATCHES YOUR SETUP!
Create a config named userconfig.cfg or paste in the main config.cfg
Code:
alias lastinvOn "bind q liOn"
alias lastinvOff "bind q liOff"
alias liOn "lastinv;+reload;lastinvOff"
alias liOff "lastinv;-reload;lastinvOn"
alias li "bind q lastinv"
alias sca "exec scout.cfg"
alias fan "exec spy.cfg"
bind "o" "sca"
bind "p" "fan"
bind "3" "slot3;li"
After that you copy the codes below into their respective class.cfg

Demoman
Code:
+reload
alias +reloadshot "-reload;+attack"
alias -reloadshot "-attack;wait 3;+reload"
bind "mouse1" "+reloadshot"
bind "q" "lastinv"
bind "1" "slot1"
bind "2" "slot2"
Soldier
Code:
+reload
bind "mouse1" "+attack"
bind "q" "lastinv"
bind "1" "slot1"
bind "2" "slot2"
Heavy and Pyro
Code:
-reload
bind "mouse1" "+attack"
bind "1" "slot1;lastinvOn;-reload"
bind "2" "slot2;lastinvOff;+reload"
bind "q" "liOff"
Engineer and Scout
Code:
+reload
bind "mouse1" "+attack"
bind "1" "slot1;lastinvOff;+reload"
bind "2" "slot2;lastinvOn;-reload"
bind "q" "liOff"
Medic, Sniper and Spy
Code:
-reload
bind "mouse1" "+attack"
bind "q" "lastinv"
bind "1" "slot1"
bind "2" "slot2"
F.A.Q
I can't the file class.cfg, where/what is it?
The class.cfg refers to the class specific configs. These load every time you select that class. If you do not have these already, just create them. They are named [classname].cfg. Note that Heavy is heavyweapons.cfg and Demo is demoman.cfg.

Do I need to enter the code for every class?
Yes, otherwise the code from the previous played class remains loaded and you might encounter trouble

My pistol/smg/syringegun/revolver reloads after one shot! How do I solve this?
Type "-reload" in the console, or change weapons using the keyboard

Why would I use this script instead of just adding +reload in my config?
Because there are some issues with reload. Weapons like pistol and smg will reload after 1 shot. Heavy's minigun will keep spinning with a muzzleflash (but without actually fireing), and stickylauncher will keep loading up power even when you don't hold the fire-key. This script let's you play all classes with autoreload. Of course, if you always play soldier +reload works fine :)

If you got any other questions, send me a msg on IRC (sedde), PM me on the forums or write in this topic, cheers!


Last edited by saifon on 03 May 2009, 16:40, edited 4 times in total.

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PostPosted: 03 May 2009, 00:24 
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Nerdish, tbh. (515)
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Or type +reload in console once, and it keeps reloading aswell :)

Nice script tho :D

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PostPosted: 03 May 2009, 00:27 
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Kinda hopeless, but improving (112)
[SpA]9mmNL wrote:
Or type +reload in console once, and it keeps reloading aswell :)

Nice script tho :D
But that way the pistol/smg/syringegun will reload after 1 shot
Also, stickylauncher and minigun both have bugs if reload is active all the time.
Updated F.A.Q aswell :)


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PostPosted: 03 May 2009, 11:15 
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Has no REAL life! (1829)
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Quote:
You have to move for the weapons to autoreload (this is to prevent stickylauncher from bugging etc)
So I have to stand still to shoot with the stickylauncher to use it?
Sry but this makes the demoman utterly useless ;(

I dont want to sound mean, but this script seems to have way to many gameplay flaws to be really useful. Its appreciated though that you try to help other people :)
Instead, you might want to try out this script that I used to use. demm gave it to me once (and he copypasted it from elsewhere :ugly: ). It supports autoreload for every weapon that can be used mid-reload (including the sticky launcher!), non-autoreload for every other weapon (incl. no lockup bugs for the minugun etc.), weapon switching with 1,2,3, lastinv (q by default) and mousewheel.

http://pastebin.com/f695af7e2

It only has a 3 minor issues:

1. As Scout, Pyro, Heavy or Engineer ONLY: When you die while holding your non-primary weapon, weapon cycle will be a bit messed up. Random weapon switching after spawning fixes that.
2. As Engineer, you cant switch to you build panel or destroy panel with the mousewheel. Instead, you have to use the buttons 4 and 5.
3. Fan will autoreload after each shot. "Fixed" by the binds "sca" and "fan" (press bind fan when u use the fan, press the bind sca when u use the scattergun).

I only use autoreload for soldier and demoman nowadays though :P

_________________
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PostPosted: 03 May 2009, 11:30 
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Has no REAL life! (4162)
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... or just press the reload button on demand. :ugly:

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PostPosted: 03 May 2009, 11:39 
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Has no REAL life! (3017)
I'm using the same as Relentless and it rocks. ^_^

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PostPosted: 03 May 2009, 12:39 
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I use one that never has problems :3 Soldier, demo, scout, engi...

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PostPosted: 03 May 2009, 13:20 
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Kinda hopeless, but improving (112)
[SpA]Relentless wrote:
Quote:
You have to move for the weapons to autoreload (this is to prevent stickylauncher from bugging etc)
So I have to stand still to shoot with the stickylauncher to use it?
Sry but this makes the demoman utterly useless ;(
No you don't have to stand still, but if you use +reload for the stickylauncher it keeps building up power even when you aren't holding the mouse down.
That script you use fixes it by using -reload while fireing... Why didn't I think about that? xD
Quote:
I dont want to sound mean, but this script seems to have way to many gameplay flaws to be really useful. Its appreciated though that you try to help other people :)
Instead, you might want to try out this script that I used to use. demm gave it to me once (and he copypasted it from elsewhere :ugly: ). It supports autoreload for every weapon that can be used mid-reload (including the sticky launcher!), non-autoreload for every other weapon (incl. no lockup bugs for the minugun etc.), weapon switching with 1,2,3, lastinv (q by default) and mousewheel.

http://pastebin.com/f695af7e2

It only has a 3 minor issues:

1. As Scout, Pyro, Heavy or Engineer ONLY: When you die while holding your non-primary weapon, weapon cycle will be a bit messed up. Random weapon switching after spawning fixes that.
2. As Engineer, you cant switch to you build panel or destroy panel with the mousewheel. Instead, you have to use the buttons 4 and 5.
3. Fan will autoreload after each shot. "Fixed" by the binds "sca" and "fan" (press bind fan when u use the fan, press the bind sca when u use the scattergun).

I only use autoreload for soldier and demoman nowadays though :P
The issues with my script aren't that noticable for me :P
I don't change my loadout for scout, barely notice the stickylauncher bugging anymore, never stand still and I use the scroll to jump xD Just added a list of known issues so that noone went all crazy when the reload got messed up when they changed weapons with the scroll :P
And since I never do that I never bothered to add a fix for it :P
Also the issues sound more gamebreaking on paper then they are ingame.

That script you use is very wellmade, but I like keeping my cfgs as clean as possible, and I had a similar script before but had a bad experience with it, so I made my own :P


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PostPosted: 03 May 2009, 13:30 
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Has no REAL life! (3017)
[SpA]Minimoose! wrote:
I use one that never has problems :3 Soldier, demo, scout, engi...
paste it or link it, please

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PostPosted: 03 May 2009, 13:44 
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siphon wrote:
[SpA]Relentless wrote:

So I have to stand still to shoot with the stickylauncher to use it?
Sry but this makes the demoman utterly useless ;(
No you don't have to stand still, but if you use +reload for the stickylauncher it keeps building up power even when you aren't holding the mouse down.
That script you use fixes it by using -reload while fireing... Why didn't I think about that? xD

Yea... in your script when youre moving, you got +reload, dont you? So I cannot use the sticky launcher while Im moving. Or am I misunderstanding something?

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


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PostPosted: 03 May 2009, 14:12 
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Kinda hopeless, but improving (112)
[SpA]Relentless wrote:
siphon wrote:

No you don't have to stand still, but if you use +reload for the stickylauncher it keeps building up power even when you aren't holding the mouse down.
That script you use fixes it by using -reload while fireing... Why didn't I think about that? xD

Yea... in your script when youre moving, you got +reload, dont you? So I cannot use the sticky launcher while Im moving. Or am I misunderstanding something?
Yes you can use it. The only time you have problem is if you run in the same direction all the time. But since you most of the time strafe back and fourth you get a -reload every time you release a movekey. At least I do that all the time, so I don't have any problems with the stickylauncher :P
It works with my playstyle, and I'm also used to the script.


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PostPosted: 03 May 2009, 15:09 
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[SpA]sebas wrote:
[SpA]Minimoose! wrote:
I use one that never has problems :3 Soldier, demo, scout, engi...
paste it or link it, please
Press "R" ? :P


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PostPosted: 03 May 2009, 15:21 
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Has no REAL life! (5288)
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Only noobs do that nox, need to be a pro scripter to be good at TF2. I actually do need it for soldier, I didn't know I needed it till I tried it thought ;)

I'll try and find the different parts to it, it looks pretty much exactly like rele's one, but it may have some differences since I only just skimmed the first few bits of his. (I have to go do some maths now)

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PostPosted: 03 May 2009, 16:27 
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Kinda hopeless, but improving (112)
Well, since ppl opened my eyes a bit I remade the script using bits of the script Relentless posted.
Now it works better then ever :P
Still no scrollsupport, since I don't use scroller.


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PostPosted: 03 May 2009, 18:33 
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Has no REAL life! (1831)
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Look at this older post of mine:
http://forum.specialattack.net/viewtopi ... 210#p56210

It's the better solution tbh, because +reload is always on (when holding certain weapons), not just when you walk.
It also doesn't use any wait commands.


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PostPosted: 04 May 2009, 13:21 
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Has no REAL life! (3017)
Yeah, the one demm posted is pretty cool except for two bugs I've found while playing with it (I still am):
- sometimes, when you empty the pipelauncher and switch to stickylauncher the first shot will get stuck on gaining power even though you've stoped pressing leftclick. You can just press Q and make if fire but it can get you easily killed.
- It does not work on FaN

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PostPosted: 04 May 2009, 15:39 
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Because FaN reload cannot be interrupted, you have to use the fix that rele posted but then you have to integrate that into your reload script :s

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PostPosted: 04 May 2009, 16:27 
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[SpA]sebas wrote:
Yeah, the one demm posted is pretty cool except for two bugs I've found while playing with it (I still am):
- sometimes, when you empty the pipelauncher and switch to stickylauncher the first shot will get stuck on gaining power even though you've stoped pressing leftclick. You can just press Q and make if fire but it can get you easily killed.
- It does not work on FaN
1. This is when your pipelauncher empties and you switch to the sticky launcher with mouse1 (instead of 1,2,3,q or mousewheel), the script still has the +reload from the pipelauncher and +reload will fuck up with the stickylauncher :P The same thing happens if your scattergun, engy shotgun, pyro shotgun or heavy shotgun empties (although thats very rare ofc).
2. Bind a key to exec spy.cfg and another one to exec scout.cfg, everytime you use the fan press the spy.cfg key (which will give -reload to all weapons and will therefore not interfere with the fan), and when you switch back to the regular scattergun, press the scout.cfg key. As easy is that ;D

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


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PostPosted: 04 May 2009, 16:29 
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Illiterate (4)
Hey this is very nice :D


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PostPosted: 04 May 2009, 16:45 
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Kinda hopeless, but improving (112)
[SpA]sebas wrote:
Yeah, the one demm posted is pretty cool except for two bugs I've found while playing with it (I still am):
- sometimes, when you empty the pipelauncher and switch to stickylauncher the first shot will get stuck on gaining power even though you've stoped pressing leftclick. You can just press Q and make if fire but it can get you easily killed.
- It does not work on FaN
Using this fixes the issue with stickylauncher
Code:
alias +reloadshot "-reload;+attack"
alias -reloadshot "-attack;wait 3;+reload"
bind "mouse1" "+reloadshot"
Just like in my script (and that I copied from the one Relentless posted :P), and it works wonders :)
And for the fan, do like everyone else said, bind a key to exec spy.cfg ^^


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PostPosted: 04 May 2009, 17:31 
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Has no REAL life! (1829)
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The demoman reload script isnt by me as well btw, I copied it from the etf2l forums :lol:

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


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PostPosted: 04 May 2009, 20:05 
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Kinda hopeless, but improving (112)
[SpA]Relentless wrote:
The demoman reload script isnt by me as well btw, I copied it from the etf2l forums :lol:
Yeah, I didn't say you made it xD It works wonders tho... I noticed that my stickylauncher fires faster then before now when spamming stickies... (compared to before with my old script)


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