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- CODE
- _______________________________________________________________
- Voice Menu
- bind "n" "say_team [radio] Good work !;voicemenu 2 7"
- bind "m"say_team [radio] Need Help!;voicemenu 3 1"
- bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"
- bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"
- Demoman
- exec "competitive/default_class.cfg"
- demoman_primary_xhair
- auto_interp // better for projectile classes unless your connection is trash.
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Pipes
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; demoman_primary_xhair"
- // Sticky Launcher
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; demoman_secondary_xhair"
- // Bottle
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; demoman_melee_xhair"
- alias update_current_class "alias current_class class_demoman"
- Engi
- exec "competitive/default_class.cfg"
- engineer_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Shotgun
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; toggle_apistol_off; engineer_primary_xhair; alias weapon_next weapon2; alias weapon_prev weapon5"
- // Pistol
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; toggle_apistol; engineer_secondary_xhair"
- // Wrench
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; engineer_melee_xhair; alias weapon_next weapon4; alias weapon_prev weapon2"
- alias update_current_class "alias current_class class_engineer"
- Heavy
- exec "competitive/default_class.cfg"
- heavy_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Sasha
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"
- // Natascha
- alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"
- // Shotgun
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; heavy_secondary_xhair"
- // Sandvich
- alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; heavy_secondary_xhair"
- // Fists
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"
- // K.G.B.
- alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"
- // -------------
- // Toggle Calls
- // -- called when the an alternate weapon toggle is used
- // =============
- alias equip_weapon1_1 "echo Sasha"
- alias equip_weapon1_2 "echo Natascha"
- alias equip_weapon2_1 "echo Shotgun"
- alias equip_weapon2_2 "echo Sandvich"
- alias equip_weapon3_1 "echo Fists"
- alias equip_weapon3_2 "echo K.G.B"
- alias update_current_class "alias current_class class_heavyweapons"
- Heavy
- exec "competitive/default_class.cfg"
- medic_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Needlegun
- alias "class_weapon1_1" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"
- // Blutsauger
- alias "class_weapon1_2" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"
- // Medigun
- alias "class_weapon2_1" "alias autoheal autoheal_off; autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"
- // Kritzkrieg
- alias "class_weapon2_2" "alias autoheal autoheal_off autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"
- // Bonesaw
- alias "class_weapon3_1" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"
- // Ubersaw
- alias "class_weapon3_2" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"
- // -------------
- // Toggle Calls
- // -- called when the an alternate weapon toggle is used
- // =============
- alias equip_weapon1_1 "echo Needlegun"
- alias equip_weapon1_2 "echo Blutsauger"
- alias equip_weapon2_1 "echo Medigun; say_team ==== Medigun Equipped ===="
- alias equip_weapon2_2 "echo Kritzkrieg; say_team ==== Kritzkrieg Equipped ===="
- alias equip_weapon3_1 "echo Bonesaw"
- alias equip_weapon3_2 "echo Ubersaw"
- alias +class_attack2 "+attack2; say_team **I'm using uber**"
- alias -class_attack2 "-attack2"
- alias update_current_class "alias current_class class_medic"
- PYRO
- exec "competitive/default_class.cfg"
- pyro_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Flame Thrower
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"
- // Backburner
- alias "class_weapon1_2" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"
- // Shotgun
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; pyro_secondary_xhair"
- // Flare Gun
- alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; pyro_secondary_xhair"
- // Axe
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"
- // Crit Axe
- alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"
- // -------------
- // Toggle Calls
- // -- called when the an alternate weapon toggle is used
- // =============
- alias equip_weapon1_1 "echo Flame Thrower"
- alias equip_weapon1_2 "echo BackBurner"
- alias equip_weapon2_1 "echo Shotgun Equipped"
- alias equip_weapon2_2 "echo Flare Gun Equipped"
- alias equip_weapon3_1 "echo Fire Axe Equipped"
- alias equip_weapon3_2 "echo Axtinguisher Equipped"
- alias update_current_class "alias current_class class_pyro"
- Soldier
- exec "competitive/default_class.cfg"
- +reload
- auto_interp // better for projectile classes unless your connection is trash.
- soldier_primary_xhair
- //=======================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=======================
- // Rocket Launcher
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; soldier_primary_xhair"
- // Shotgun
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; soldier_secondary_xhair"
- // Shovel
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; soldier_melee_xhair"
- alias update_current_class "alias current_class class_soldier"
- SPY
- exec "competitive/default_class.cfg"
- spy_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // NOTE: delete "alias swap previous_weapon" for standard swap functionality between the knife and the revolver (versus 1 and 2 like normal classes)
- // Revolver
- alias "class_weapon1_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_on; spy_primary_xhair; alias weapon_next weapon2; alias weapon_prev weapon4"
- // Sapper
- alias "class_weapon2_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_off; spy_secondary_xhair"
- // Knife
- alias "class_weapon3_1" "alias swap weapon1; alias swap previous_weapon; alias weapon_hide weapon_hide_off; spy_melee_xhair; alias weapon_next weapon4; alias weapon_prev weapon2"
- // Disguise
- alias "class_weapon4_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_off; alias weapon_next weapon1; alias weapon_prev weapon3"
- alias update_current_class "alias current_class class_spy"
- SCOUT
- exec "competitive/default_class.cfg"
- scout_primary_xhair
- +reload // so the scattergun automatically reloads
- alias +class_attack2 "firstperson; spec_prev"
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Scattergun
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; scout_primary_xhair"
- // Fan
- alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; scout_primary_xhair"
- // Pistol
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; scout_secondary_xhair"
- // Energy Drink
- alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; scout_secondary_xhair"
- // Bat
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; scout_melee_xhair"
- // Sandman
- alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; energy_off; scout_melee_xhair"
- // -------------
- // Toggle Calls
- // =============
- alias equip_weapon1_1 "echo Scattergun"
- alias equip_weapon1_2 "echo Force-a-Nature"
- alias equip_weapon2_1 "echo Pistol"
- alias equip_weapon2_2 "alias class_weapon2 class_weapon2_2; toggle_apistol_off; echo Bonk"
- alias equip_weapon3_1 "echo Bat"
- alias equip_weapon3_2 "echo Sandman"
- alias update_current_class "alias current_class class_scout"
- SNIPER
- exec "competitive/default_class.cfg"
- sniper_primary_xhair
- //=============================
- // Weapon Specific Calls
- // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
- // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
- //=============================
- // Sniper Rifle
- alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; sniper_primary_xhair"
- // SMG
- alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; sniper_secondary_xhair"
- // Machete
- alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; sniper_melee_xhair"
- alias update_current_class "alias current_class class_sniper"
- My config
- http://pastebin.com/dHqcEaRW
- My autoexec
- exec airshot.cfg
- exec airshot.cfg
- //******************************************************************************** *********
- // Information
- //******************************************************************************** *********
- // Name : Quantums Little Config
- // Version : 1.0
- // Creator : Quantum
- // Hosted by : http://www.dieall.de -> Articles
- // Included Files : see Quantum.cfg\Info\Version.txt
- //******************************************************************************** *********
- //
- //-----------------------
- // TF2 launch option...
- //-----------------------
- // -heapsize 1048576 -noforcemaccel -noforcemparms -noforcemspd -console -novid
- // * Enable Console: -console
- // * No Video at Start: -novid
- // * No Mouse Accerlation: -noforcemparms -noforcemaccel -noforcemspd
- // * 2GB System Memory: -heapsize 1048576 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "1024"
- // * 1GB System Memory: -heapsize 524288 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "512"
- // * 512MB System Memory: -heapsize 262144 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "256"
- //--------------------------------------------------------------
- // - HighFPs with a littlebit left of the Visual Quality
- //--------------------------------------------------------------
- clear
- echo "*********************************************************"
- echo " Quantums Little Config 1.0 (2048MB)"
- echo "*********************************************************"
- exec Quantum.cfg\SourceEngine_HighFPS-Core
- exec Quantum.cfg\SourceEngine_HighFPS-Model
- exec Quantum.cfg\SourceEngine_HighFPS-Other
- exec Quantum.cfg\SourceEngine_Cache
- //exec Quantum.cfg\SourceEngine_Netsettings
- exec Quantum.cfg\SourceEngine_Multicore
- exec Quantum.cfg\SourceEngine_Custom
- //exec Quantum.cfg\CustomBinds.cfg
- // Still not enough FPS ? Try to set the command below to "1", but you will cry, tough guy. Mark my words...
- // Set it to 0 for "normal" Textures, restart maybe required.
- mat_showlowresimage 0
- //--------------------------------------------------------------
- exec competitive/competitive.cfg // where all the magic happens
- //--------------------------------------------------------------
- echo "*********************************************************"
- //
- // Graphics
- //
- cl_drawmonitors "0"
- cl_detail_avoid_force "0"
- cl_detail_avoid_radius "0"
- cl_detail_avoid_recover_speed "0"
- cl_detail_max_sway "0"
- cl_detaildist "0"
- cl_detailfade "0"
- cl_ejectbrass "0"
- //
- mat_showlowresimage 0
- mat_bumpmap "0"
- mat_filtertextures "0"
- mat_fastnobump "1"
- mat_trilinear "0"
- mat_forceaniso "0"
- mat_antialias "0"
- mat_vsync "0"
- mat_picmip "2"
- mat_clipz "1"
- mat_compressedtextures "1"
- mat_reducefillrate "1"
- mat_framebuffercopyoverlaysize "0"
- mat_bufferprimitives "1"
- mat_envmapsize "0"
- mat_envmaptgasize "0"
- mat_forcehardwaresync "0"
- mat_forcemanagedtextureintohardware "0"
- mat_debug_postprocessing_effects "0"
- mat_debug_process_halfscreen "0"
- mat_debugdepthmode "0"
- //
- r_phong "0"
- r_flex "0"
- r_3dsky "0"
- r_occlusion "0"
- r_fastzreject "0"
- r_updaterefracttexture "0"
- r_renderoverlayfragment "0"
- r_updaterefracttexture "0"
- r_maxnewsamples "0"
- r_maxsampledist "0"
- r_norefresh "0"
- r_minnewsamples "0"
- r_TransitionSensitivity "0"
- //
- gl_clear "0"
- flex_smooth "0"
- lod_enable "1"
- lod_TransitionDist "1"
- //
- // Light
- //
- mat_debug_autoexposure "0"
- mat_debug_bloom "0"
- mat_specular "0"
- mat_fastspecular "1"
- mat_hdr_level "0"
- mat_hdr_enabled "0"
- mat_disable_lightwarp "1"
- mat_disable_ps_patch "1"
- mat_disable_fancy_blending "1"
- mat_autoexposure_max "0"
- mat_autoexposure_min "0"
- mat_filterlightmaps "0"
- mat_disable_bloom "1"
- mat_bloomscale "0"
- mat_force_bloom "0"
- mat_parallaxmap "0"
- r_dynamic "0"
- r_lightaverage "0"
- r_worldlightmin "0"
- r_worldlights "0"
- r_maxdlights "0"
- r_PhysPropStaticLighting "0"
- r_dopixelvisibility "0"
- r_ambientboost "0"
- r_ambientfactor "1"
- //
- // Models
- //
- g_ragdoll_fadespeed "0"
- g_ragdoll_important_maxcount "0"
- g_ragdoll_lvfadespeed "0"
- g_ragdoll_maxcount "0"
- r_eyes "0"
- r_eyemove "0"
- r_eyegloss "0"
- r_eyesize "0"
- r_eyeshift_z "0"
- r_eyeshift_y "0"
- r_eyeshift_x "0"
- r_teeth "0"
- r_lod "-1"
- r_rootlod "2"
- cl_ragdoll_collide "0"
- //
- // Shadows
- //
- r_shadowmaxrendered "0"
- r_shadows "0"
- r_shadowrendertotexture "0"
- mat_shadowstate "0"
- //
- // Props
- //
- props_break_max_pieces "0"
- props_break_max_pieces_perframe "0"
- cl_phys_props_max "0"
- func_break_max_pieces "0"
- //
- // Sound
- //
- snd_mixahead "0.1"
- dsp_enhance_stereo "0"
- dsp_slow_cpu "1"
- //
- // Ropes
- //
- rope_smooth_maxalphawidth "0"
- rope_smooth_maxalpha "0"
- rope_smooth_enlarge "0"
- rope_wind_dist "0.01"
- rope_subdiv "0"
- rope_smooth_minwidth "0"
- rope_smooth_minalpha "0"
- rope_averagelight "0"
- rope_smooth "0"
- rope_shake "0"
- rope_collide "0"
- r_ropetranslucent "0"
- //
- // Decals
- //
- r_maxmodeldecal "0"
- r_drawmodeldecals "0"
- r_decals "0"
- r_decal_cullsize "9999"
- r_drawflecks "0"
- r_drawbatchdecals "0"
- mp_decals "0"
- //
- // Violence
- //
- violence_ablood "0"
- violence_agibs "0"
- violence_hblood "0"
- violence_hgibs "0"
- //
- // Preload
- //
- cl_forcepreload 1
- sv_forcepreload 1
- //
- // Binds
- //
- bind "kp_5" "cl_detaildist 0"
- //
- // Misc
- //
- fps_max "0"
- con_enable "1"
- cl_hidehints "1"
- cl_hideactionindicators "1"
- /////
- /////
- Clear
- /////
- /////
- r_fastzreject 1
- mat_disable_bloom 1
- mat_specular 0
- r_3dsky 0
- r_dynamic 0
- r_shadows 0
- mat_dxlevel 81
- muzzleflash_light 0
- cl_ejectbrass 0
- cl_show_splashes 0
- r_decals 0
- mp_decals 0
- r_drawmodeldecals 0
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawdetailprops 0
- cl_phys_props_enable 0
- cl_ragdoll_collide 0
- cl_ragdoll_fade_time 0
- cl_ragdoll_physics_enable 0
- cl_forcepreload 1
- mat_picmip 10
- mat_bumpmaps 0
- exec hitsound.cfg
- r_fastzreject 1
- mat_disable_bloom 1
- mat_specular 0
- r_3dsky 0
- r_dynamic 0
- muzzleflash_light 0
- cl_ejectbrass 0
- cl_show_splashes 0
- r_decals 0
- mp_decals 0
- r_drawmodeldecals 0
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawdetailprops 0
- cl_phys_props_enable 0
- cl_forcepreload 1
- bind del "ToggleWAV"
- exec Boxx/servers.cfg
- exec BoTboxx_rec/rec.cfg
- plugin_load "..\bin\HPB_Bot2"
- exec replayer
- cl_smooth 0
- alias loop "+attack;+attack2;+forward;wait 50;-forward;+back;wait 50;-attack;-attack2;+attack;+attack;-back;+moveleft;wait 50;-moveleft;-attack2;-attack;loop"
- bind uparrow "loop"
- alias unloop "alias loop ";
- bind downarrow "unloop"
- bind "mwheelup" "+reload"
- bind "mwheeldown" "+jump"
- bind "mouse4" "prec_mark"
- bind p "prec_record"
- bind f "say_team :: ENEMY MEDIC DOWN! ::"
- net_maxfragments "1280"
- rate "30000"
- con_enable 1
- cl_showpos 0
- cl_cmdrate "100"
- cl_updaterate "100"
- cl_pred_optimize "2"
- cl_predictweapons "1"
- //ding_a_ling
- play "ding_a_ling.wav"
- tf_dingalingaling 1
- tf_dingaling_wav_override "ding_a_ling.wav"
- tf_dingaling_volume 1
- tf_dingaling_pitchmaxdmg 80
- tf_dingaling_pitchmindmg 130
- //Voice Communication
- bind "n" "say_team [radio] Good work !;voicemenu 2 7"
- bind "m"say_team [radio] Need Help!;voicemenu 3 1"
- bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"
- bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"
- echo carnagejohnson config
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