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- // This script allows settings to switch with the active weapon.
- // Only the first 3 slots will be tracked by the scroll wheel and q, specifically this excludes the disguise kit (Spy) and the PDAs (Engineer).
- // Medic, Spy, Engineer, and permanent non-active weapon versions are also available, contact the author below.
- // The script will only work correctly when switching with keys in the BIND section.
- // The script cannot know if a weapon switched for any other reason than player input using the keys in the BIND section.
- // The script cannot know if a weapon switched successfully, and will always assume it has. Examples that prevent/impede switching:
- // - Permanent or temporary non-active weapon like gunboats or a melted spy-cicle
- // - Minigun spinup/spindown
- // Written by /u/genemilder (http://steamcommunity.com/id/Seventy_one)
- // ========== INSTRUCTIONS ==========
- // Edit r_drawviewmodel in the SETTINGS section for whether viewmodels are turned on (1) or off (0)
- // r_drawviewmodel in the prs_ aliases is activated when pressing the attack key with the weapon equipped
- // r_drawviewmodel in the rls_ aliases is activated when releasing the attack key with the weapon equipped
- // r_drawviewmodel in the eq_ aliases is activated when switching to that weapon
- // To add additional settings on weapon switch, append them to the eq_ aliases.
- // To add additional settings on attack/release, append them to the prs_/rls_ aliases.
- // To change which keys can switch weapons, change or add lines in the BINDS section, binding keys only to the aliases already in the binds section
- // Multiple keys can be bound to the same alias and the script will still work correctly
- // See the following for information on how to install scripts and how to make them class-specific:
- // http://www.reddit.com/r/tf2scripthelp/wiki/introduction
- // To "undo" the script and changes made, remove the script from your relevant cfg files and execute the lines in the SCRIPT OVERWRITE section (remove the comment marks first)
- // ========== BINDS ==========
- bind 1 eq_slot1
- bind 2 eq_slot2
- bind 3 eq_slot3
- bind mwheelup eq_invprev
- bind mwheeldown eq_invnext
- bind q eq_lastinv
- bind mouse1 +eq_attack
- // ========== SETTINGS ==========
- alias prs_slot1 "r_drawviewmodel 0"
- alias rls_slot1 "r_drawviewmodel 0"
- alias prs_slot2 "r_drawviewmodel 0"
- alias rls_slot2 "r_drawviewmodel 0"
- alias prs_slot3 "r_drawviewmodel 1"
- alias rls_slot3 "r_drawviewmodel 1"
- alias eq_slot1 "slot1; set_slot1; alias at_press prs_slot1; alias at_release rls_slot1; r_drawviewmodel 0"
- alias eq_slot2 "slot2; set_slot2; alias at_press prs_slot2; alias at_release rls_slot2; r_drawviewmodel 0"
- alias eq_slot3 "slot3; set_slot3; alias at_press prs_slot3; alias at_release rls_slot3; r_drawviewmodel 1"
- // ========== LOGIC ==========
- alias +eq_attack "+attack; at_press; spec_next"
- alias -eq_attack "-attack; at_release"
- alias qs_slot1 "alias eq_invnext eq_slot2; alias eq_invprev eq_slot3; set_lastinv; alias set_lastinv alias eq_lastinv eq_slot1; alias set_slot1 ; alias set_slot2 qs_slot2; alias set_slot3 qs_slot3"
- alias qs_slot2 "alias eq_invnext eq_slot3; alias eq_invprev eq_slot1; set_lastinv; alias set_lastinv alias eq_lastinv eq_slot2; alias set_slot1 qs_slot1; alias set_slot2 ; alias set_slot3 qs_slot3"
- alias qs_slot3 "alias eq_invnext eq_slot1; alias eq_invprev eq_slot2; set_lastinv; alias set_lastinv alias eq_lastinv eq_slot3; alias set_slot1 qs_slot1; alias set_slot2 qs_slot2; alias set_slot3 "
- qs_slot2
- eq_slot1
- // ========== SCRIPT OVERWRITE ==========
- //r_drawviewmodel 1
- //bind 1 slot1
- //bind 2 slot2
- //bind 3 slot3
- //bind mwheelup invprev
- //bind mwheeldown invnext
- //bind q lastinv
- //bind mouse1 +attack
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