Advertisement
Guest User

My config

a guest
Jul 24th, 2010
199
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.72 KB | None | 0 0
  1. CODE
  2. _______________________________________________________________
  3. Voice Menu
  4. bind "n" "say_team [radio] Good work !;voicemenu 2 7"
  5. bind "m"say_team [radio] Need Help!;voicemenu 3 1"
  6. bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"
  7. bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"
  8.  
  9. Demoman
  10. exec "competitive/default_class.cfg"
  11.  
  12. demoman_primary_xhair
  13.  
  14. auto_interp // better for projectile classes unless your connection is trash.
  15.  
  16. //=============================
  17. // Weapon Specific Calls
  18. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  19. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  20. //=============================
  21. // Pipes
  22. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; demoman_primary_xhair"
  23. // Sticky Launcher
  24. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; demoman_secondary_xhair"
  25. // Bottle
  26. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; demoman_melee_xhair"
  27.  
  28. alias update_current_class "alias current_class class_demoman"
  29. Engi
  30. exec "competitive/default_class.cfg"
  31.  
  32. engineer_primary_xhair
  33.  
  34. //=============================
  35. // Weapon Specific Calls
  36. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  37. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  38. //=============================
  39. // Shotgun
  40. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; toggle_apistol_off; engineer_primary_xhair; alias weapon_next weapon2; alias weapon_prev weapon5"
  41. // Pistol
  42. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; toggle_apistol; engineer_secondary_xhair"
  43. // Wrench
  44. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; engineer_melee_xhair; alias weapon_next weapon4; alias weapon_prev weapon2"
  45.  
  46. alias update_current_class "alias current_class class_engineer"
  47.  
  48. Heavy
  49. exec "competitive/default_class.cfg"
  50.  
  51. heavy_primary_xhair
  52.  
  53. //=============================
  54. // Weapon Specific Calls
  55. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  56. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  57. //=============================
  58. // Sasha
  59. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"
  60. // Natascha
  61. alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"
  62. // Shotgun
  63. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; heavy_secondary_xhair"
  64. // Sandvich
  65. alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; heavy_secondary_xhair"
  66. // Fists
  67. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"
  68. // K.G.B.
  69. alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"
  70.  
  71. // -------------
  72. // Toggle Calls
  73. // -- called when the an alternate weapon toggle is used
  74. // =============
  75. alias equip_weapon1_1 "echo Sasha"
  76. alias equip_weapon1_2 "echo Natascha"
  77. alias equip_weapon2_1 "echo Shotgun"
  78. alias equip_weapon2_2 "echo Sandvich"
  79. alias equip_weapon3_1 "echo Fists"
  80. alias equip_weapon3_2 "echo K.G.B"
  81.  
  82. alias update_current_class "alias current_class class_heavyweapons"
  83. Heavy
  84. exec "competitive/default_class.cfg"
  85.  
  86. medic_primary_xhair
  87.  
  88. //=============================
  89. // Weapon Specific Calls
  90. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  91. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  92. //=============================
  93. // Needlegun
  94. alias "class_weapon1_1" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"
  95. // Blutsauger
  96. alias "class_weapon1_2" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"
  97. // Medigun
  98. alias "class_weapon2_1" "alias autoheal autoheal_off; autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"
  99. // Kritzkrieg
  100. alias "class_weapon2_2" "alias autoheal autoheal_off autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"
  101. // Bonesaw
  102. alias "class_weapon3_1" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"
  103. // Ubersaw
  104. alias "class_weapon3_2" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"
  105.  
  106. // -------------
  107. // Toggle Calls
  108. // -- called when the an alternate weapon toggle is used
  109. // =============
  110. alias equip_weapon1_1 "echo Needlegun"
  111. alias equip_weapon1_2 "echo Blutsauger"
  112. alias equip_weapon2_1 "echo Medigun; say_team ==== Medigun Equipped ===="
  113. alias equip_weapon2_2 "echo Kritzkrieg; say_team ==== Kritzkrieg Equipped ===="
  114. alias equip_weapon3_1 "echo Bonesaw"
  115. alias equip_weapon3_2 "echo Ubersaw"
  116.  
  117. alias +class_attack2 "+attack2; say_team **I'm using uber**"
  118. alias -class_attack2 "-attack2"
  119.  
  120. alias update_current_class "alias current_class class_medic"
  121. PYRO
  122. exec "competitive/default_class.cfg"
  123.  
  124. pyro_primary_xhair
  125.  
  126. //=============================
  127. // Weapon Specific Calls
  128. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  129. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  130. //=============================
  131. // Flame Thrower
  132. alias "class_weapon1_1" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"
  133. // Backburner
  134. alias "class_weapon1_2" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"
  135. // Shotgun
  136. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; pyro_secondary_xhair"
  137. // Flare Gun
  138. alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; pyro_secondary_xhair"
  139. // Axe
  140. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"
  141. // Crit Axe
  142. alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"
  143.  
  144.  
  145. // -------------
  146. // Toggle Calls
  147. // -- called when the an alternate weapon toggle is used
  148. // =============
  149. alias equip_weapon1_1 "echo Flame Thrower"
  150. alias equip_weapon1_2 "echo BackBurner"
  151. alias equip_weapon2_1 "echo Shotgun Equipped"
  152. alias equip_weapon2_2 "echo Flare Gun Equipped"
  153. alias equip_weapon3_1 "echo Fire Axe Equipped"
  154. alias equip_weapon3_2 "echo Axtinguisher Equipped"
  155.  
  156. alias update_current_class "alias current_class class_pyro"
  157. Soldier
  158. exec "competitive/default_class.cfg"
  159. +reload
  160.  
  161. auto_interp // better for projectile classes unless your connection is trash.
  162.  
  163. soldier_primary_xhair
  164.  
  165. //=======================
  166. // Weapon Specific Calls
  167. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  168. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  169. //=======================
  170. // Rocket Launcher
  171. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; soldier_primary_xhair"
  172. // Shotgun
  173. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; soldier_secondary_xhair"
  174. // Shovel
  175. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; soldier_melee_xhair"
  176.  
  177. alias update_current_class "alias current_class class_soldier"
  178. SPY
  179. exec "competitive/default_class.cfg"
  180.  
  181. spy_primary_xhair
  182.  
  183. //=============================
  184. // Weapon Specific Calls
  185. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  186. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  187. //=============================
  188. // NOTE: delete "alias swap previous_weapon" for standard swap functionality between the knife and the revolver (versus 1 and 2 like normal classes)
  189. // Revolver
  190. 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"
  191. // Sapper
  192. alias "class_weapon2_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_off; spy_secondary_xhair"
  193. // Knife
  194. 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"
  195. // Disguise
  196. 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"
  197.  
  198. alias update_current_class "alias current_class class_spy"
  199. SCOUT
  200. exec "competitive/default_class.cfg"
  201.  
  202. scout_primary_xhair
  203.  
  204. +reload // so the scattergun automatically reloads
  205.  
  206. alias +class_attack2 "firstperson; spec_prev"
  207.  
  208. //=============================
  209. // Weapon Specific Calls
  210. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  211. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  212. //=============================
  213. // Scattergun
  214. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; scout_primary_xhair"
  215. // Fan
  216. alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; scout_primary_xhair"
  217. // Pistol
  218. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; scout_secondary_xhair"
  219. // Energy Drink
  220. alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; scout_secondary_xhair"
  221. // Bat
  222. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; scout_melee_xhair"
  223. // Sandman
  224. alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; energy_off; scout_melee_xhair"
  225.  
  226. // -------------
  227. // Toggle Calls
  228. // =============
  229. alias equip_weapon1_1 "echo Scattergun"
  230. alias equip_weapon1_2 "echo Force-a-Nature"
  231. alias equip_weapon2_1 "echo Pistol"
  232. alias equip_weapon2_2 "alias class_weapon2 class_weapon2_2; toggle_apistol_off; echo Bonk"
  233. alias equip_weapon3_1 "echo Bat"
  234. alias equip_weapon3_2 "echo Sandman"
  235.  
  236. alias update_current_class "alias current_class class_scout"
  237. SNIPER
  238. exec "competitive/default_class.cfg"
  239.  
  240. sniper_primary_xhair
  241.  
  242. //=============================
  243. // Weapon Specific Calls
  244. // -- these are called every time a weapon is changed to and set individual scripts for that weapon.
  245. // -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2
  246. //=============================
  247. // Sniper Rifle
  248. alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; sniper_primary_xhair"
  249. // SMG
  250. alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; sniper_secondary_xhair"
  251. // Machete
  252. alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; sniper_melee_xhair"
  253.  
  254. alias update_current_class "alias current_class class_sniper"
  255. My config
  256. http://pastebin.com/dHqcEaRW
  257. My autoexec
  258. exec airshot.cfg
  259. exec airshot.cfg
  260. //********************************************************************************​ ​*********
  261. // Information
  262. //********************************************************************************​ ​*********
  263. // Name : Quantums Little Config
  264. // Version : 1.0
  265. // Creator : Quantum
  266. // Hosted by : http://www.dieall.de -> Articles
  267. // Included Files : see Quantum.cfg\Info\Version.txt
  268. //********************************************************************************​ ​*********
  269. //
  270. //-----------------------
  271. // TF2 launch option...
  272. //-----------------------
  273. // -heapsize 1048576 -noforcemaccel -noforcemparms -noforcemspd -console -novid
  274. // * Enable Console: -console
  275. // * No Video at Start: -novid
  276. // * No Mouse Accerlation: -noforcemparms -noforcemaccel -noforcemspd
  277. // * 2GB System Memory: -heapsize 1048576 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "1024"
  278. // * 1GB System Memory: -heapsize 524288 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "512"
  279. // * 512MB System Memory: -heapsize 262144 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "256"
  280.  
  281.  
  282. //--------------------------------------------------------------
  283. // - HighFPs with a littlebit left of the Visual Quality
  284. //--------------------------------------------------------------
  285. clear
  286. echo "*********************************************************"
  287. echo " Quantums Little Config 1.0 (2048MB)"
  288. echo "*********************************************************"
  289.  
  290. exec Quantum.cfg\SourceEngine_HighFPS-Core
  291. exec Quantum.cfg\SourceEngine_HighFPS-Model
  292. exec Quantum.cfg\SourceEngine_HighFPS-Other
  293.  
  294. exec Quantum.cfg\SourceEngine_Cache
  295. //exec Quantum.cfg\SourceEngine_Netsettings
  296. exec Quantum.cfg\SourceEngine_Multicore
  297. exec Quantum.cfg\SourceEngine_Custom
  298. //exec Quantum.cfg\CustomBinds.cfg
  299.  
  300. // Still not enough FPS ? Try to set the command below to "1", but you will cry, tough guy. Mark my words...
  301. // Set it to 0 for "normal" Textures, restart maybe required.
  302.  
  303. mat_showlowresimage 0
  304. //--------------------------------------------------------------
  305. exec competitive/competitive.cfg // where all the magic happens
  306. //--------------------------------------------------------------
  307. echo "*********************************************************"
  308.  
  309.  
  310.  
  311.  
  312.  
  313. //
  314. // Graphics
  315. //
  316. cl_drawmonitors "0"
  317. cl_detail_avoid_force "0"
  318. cl_detail_avoid_radius "0"
  319. cl_detail_avoid_recover_speed "0"
  320. cl_detail_max_sway "0"
  321. cl_detaildist "0"
  322. cl_detailfade "0"
  323. cl_ejectbrass "0"
  324. //
  325.  
  326. mat_showlowresimage 0
  327. mat_bumpmap "0"
  328. mat_filtertextures "0"
  329. mat_fastnobump "1"
  330. mat_trilinear "0"
  331. mat_forceaniso "0"
  332. mat_antialias "0"
  333. mat_vsync "0"
  334. mat_picmip "2"
  335. mat_clipz "1"
  336. mat_compressedtextures "1"
  337. mat_reducefillrate "1"
  338. mat_framebuffercopyoverlaysize "0"
  339. mat_bufferprimitives "1"
  340. mat_envmapsize "0"
  341. mat_envmaptgasize "0"
  342. mat_forcehardwaresync "0"
  343. mat_forcemanagedtextureintohardware "0"
  344. mat_debug_postprocessing_effects "0"
  345. mat_debug_process_halfscreen "0"
  346. mat_debugdepthmode "0"
  347. //
  348. r_phong "0"
  349. r_flex "0"
  350. r_3dsky "0"
  351. r_occlusion "0"
  352. r_fastzreject "0"
  353. r_updaterefracttexture "0"
  354. r_renderoverlayfragment "0"
  355. r_updaterefracttexture "0"
  356. r_maxnewsamples "0"
  357. r_maxsampledist "0"
  358. r_norefresh "0"
  359. r_minnewsamples "0"
  360. r_TransitionSensitivity "0"
  361. //
  362. gl_clear "0"
  363. flex_smooth "0"
  364. lod_enable "1"
  365. lod_TransitionDist "1"
  366.  
  367. //
  368. // Light
  369. //
  370. mat_debug_autoexposure "0"
  371. mat_debug_bloom "0"
  372. mat_specular "0"
  373. mat_fastspecular "1"
  374. mat_hdr_level "0"
  375. mat_hdr_enabled "0"
  376. mat_disable_lightwarp "1"
  377. mat_disable_ps_patch "1"
  378. mat_disable_fancy_blending "1"
  379. mat_autoexposure_max "0"
  380. mat_autoexposure_min "0"
  381. mat_filterlightmaps "0"
  382. mat_disable_bloom "1"
  383. mat_bloomscale "0"
  384. mat_force_bloom "0"
  385. mat_parallaxmap "0"
  386. r_dynamic "0"
  387. r_lightaverage "0"
  388. r_worldlightmin "0"
  389. r_worldlights "0"
  390. r_maxdlights "0"
  391. r_PhysPropStaticLighting "0"
  392. r_dopixelvisibility "0"
  393. r_ambientboost "0"
  394. r_ambientfactor "1"
  395.  
  396. //
  397. // Models
  398. //
  399. g_ragdoll_fadespeed "0"
  400. g_ragdoll_important_maxcount "0"
  401. g_ragdoll_lvfadespeed "0"
  402. g_ragdoll_maxcount "0"
  403. r_eyes "0"
  404. r_eyemove "0"
  405. r_eyegloss "0"
  406. r_eyesize "0"
  407. r_eyeshift_z "0"
  408. r_eyeshift_y "0"
  409. r_eyeshift_x "0"
  410. r_teeth "0"
  411. r_lod "-1"
  412. r_rootlod "2"
  413. cl_ragdoll_collide "0"
  414.  
  415. //
  416. // Shadows
  417. //
  418. r_shadowmaxrendered "0"
  419. r_shadows "0"
  420. r_shadowrendertotexture "0"
  421. mat_shadowstate "0"
  422.  
  423. //
  424. // Props
  425. //
  426. props_break_max_pieces "0"
  427. props_break_max_pieces_perframe "0"
  428. cl_phys_props_max "0"
  429. func_break_max_pieces "0"
  430.  
  431. //
  432. // Sound
  433. //
  434. snd_mixahead "0.1"
  435. dsp_enhance_stereo "0"
  436. dsp_slow_cpu "1"
  437.  
  438. //
  439. // Ropes
  440. //
  441. rope_smooth_maxalphawidth "0"
  442. rope_smooth_maxalpha "0"
  443. rope_smooth_enlarge "0"
  444. rope_wind_dist "0.01"
  445. rope_subdiv "0"
  446. rope_smooth_minwidth "0"
  447. rope_smooth_minalpha "0"
  448. rope_averagelight "0"
  449. rope_smooth "0"
  450. rope_shake "0"
  451. rope_collide "0"
  452. r_ropetranslucent "0"
  453.  
  454. //
  455. // Decals
  456. //
  457. r_maxmodeldecal "0"
  458. r_drawmodeldecals "0"
  459. r_decals "0"
  460. r_decal_cullsize "9999"
  461. r_drawflecks "0"
  462. r_drawbatchdecals "0"
  463. mp_decals "0"
  464.  
  465. //
  466. // Violence
  467. //
  468. violence_ablood "0"
  469. violence_agibs "0"
  470. violence_hblood "0"
  471. violence_hgibs "0"
  472.  
  473. //
  474. // Preload
  475. //
  476. cl_forcepreload 1
  477. sv_forcepreload 1
  478.  
  479. //
  480. // Binds
  481. //
  482. bind "kp_5" "cl_detaildist 0"
  483.  
  484. //
  485. // Misc
  486. //
  487. fps_max "0"
  488. con_enable "1"
  489. cl_hidehints "1"
  490. cl_hideactionindicators "1"
  491. /////
  492. /////
  493. Clear
  494. /////
  495. /////
  496.  
  497. r_fastzreject 1
  498. mat_disable_bloom 1
  499. mat_specular 0
  500. r_3dsky 0
  501. r_dynamic 0
  502. r_shadows 0
  503. mat_dxlevel 81
  504. muzzleflash_light 0
  505. cl_ejectbrass 0
  506. cl_show_splashes 0
  507. r_decals 0
  508. mp_decals 0
  509. r_drawmodeldecals 0
  510. r_waterforceexpensive 0
  511. r_waterforcereflectentities 0
  512. r_drawdetailprops 0
  513. cl_phys_props_enable 0
  514. cl_ragdoll_collide 0
  515. cl_ragdoll_fade_time 0
  516. cl_ragdoll_physics_enable 0
  517. cl_forcepreload 1
  518. mat_picmip 10
  519. mat_bumpmaps 0
  520. exec hitsound.cfg
  521. r_fastzreject 1
  522. mat_disable_bloom 1
  523. mat_specular 0
  524. r_3dsky 0
  525. r_dynamic 0
  526. muzzleflash_light 0
  527. cl_ejectbrass 0
  528. cl_show_splashes 0
  529. r_decals 0
  530. mp_decals 0
  531. r_drawmodeldecals 0
  532. r_waterforceexpensive 0
  533. r_waterforcereflectentities 0
  534. r_drawdetailprops 0
  535. cl_phys_props_enable 0
  536. cl_forcepreload 1
  537.  
  538. bind del "ToggleWAV"
  539. exec Boxx/servers.cfg
  540. exec BoTboxx_rec/rec.cfg
  541. plugin_load "..\bin\HPB_Bot2"
  542. exec replayer
  543.  
  544.  
  545.  
  546. cl_smooth 0
  547.  
  548. alias loop "+attack;+attack2;+forward;wait 50;-forward;+back;wait 50;-attack;-attack2;+attack;+attack;-back;+moveleft;wait 50;-moveleft;-attack2;-attack;loop"
  549. bind uparrow "loop"
  550.  
  551. alias unloop "alias loop ";
  552. bind downarrow "unloop"
  553. bind "mwheelup" "+reload"
  554. bind "mwheeldown" "+jump"
  555. bind "mouse4" "prec_mark"
  556. bind p "prec_record"
  557. bind f "say_team :: ENEMY MEDIC DOWN! ::"
  558.  
  559. net_maxfragments "1280"
  560. rate "30000"
  561. con_enable 1
  562. cl_showpos 0
  563. cl_cmdrate "100"
  564. cl_updaterate "100"
  565. cl_pred_optimize "2"
  566. cl_predictweapons "1"
  567.  
  568. //ding_a_ling
  569. play "ding_a_ling.wav"
  570. tf_dingalingaling 1
  571. tf_dingaling_wav_override "ding_a_ling.wav"
  572. tf_dingaling_volume 1
  573. tf_dingaling_pitchmaxdmg 80
  574. tf_dingaling_pitchmindmg 130
  575.  
  576. //Voice Communication
  577. bind "n" "say_team [radio] Good work !;voicemenu 2 7"
  578. bind "m"say_team [radio] Need Help!;voicemenu 3 1"
  579. bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"
  580. bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"
  581. echo carnagejohnson config
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement