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- // ----------------------------------------------------------------------------
- // Binds
- // ----------------------------------------------------------------------------
- bind mouse 2 +attack2
- bind v kill
- bind "MOUSE3" "Voicemenu 0 0" //Medic
- bind "SHIFT" "Voicemenu 0 1" //THANKS
- bind CTRL "voicemenu 1 1" //SPY
- bindtoggle "=" "net_graph"
- //number pad to change class
- bind "KP_END" "join_class scout"
- bind "KP_DOWNARROW" "join_class soldier"
- bind "KP_PGDN" "join_class pyro"
- bind "KP_LEFTARROW" "join_class demoman"
- bind "KP_5" "join_class heavyweapons"
- bind "KP_RIGHTARROW" "join_class engineer"
- bind "KP_HOME" "join_class medic"
- bind "KP_UPARROW" "join_class sniper"
- bind "KP_PGUP" "join_class spy"
- //
- // NULL movement script
- //
- alias none ""
- alias +mfwd "-back;+forward;alias checkfwd +forward"
- alias +mback "-forward;+back;alias checkback +back"
- alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
- alias +mright "-moveleft;+moveright;alias checkright +moveright"
- alias -mfwd "-forward;checkback;alias checkfwd none"
- alias -mback "-back;checkfwd;alias checkback none"
- alias -mleft "-moveleft;checkright;alias checkleft none"
- alias -mright "-moveright;checkleft;alias checkright none"
- alias checkfwd none
- alias checkback none
- alias checkleft none
- alias checkright none
- bind w +mfwd
- bind s +mback
- bind a +mleft
- bind d +mright
- // ----------------------------------------------------------------------------
- // Graphics
- // ----------------------------------------------------------------------------
- glow_outline_effect_enable "1" //outline cart and other objectives
- viewmodel_fov "95"
- mat_viewportscale "1.0" //Scale down the main viewport
- mat_viewportupscale "1" //Scale the viewport back up
- cl_playerspraydisable "0" //disable player sprays
- fov_desired "90.000000" //field of view
- tf_particles_disable_weather "1" //Disable particles related to weather effects
- tf_colorblindassist "0" //Setting this to 1 turns on colorblind mode
- mat_colorcorrection "0" //use colour correction
- mp_decals "150" //multiplayer specific decals
- r_decals "1000" //all decals
- r_rootlod "0" //model detail 2 being very low 0 being highest
- r_lod "-1" //lower texture details at a distance
- mat_picmip "0" //texture quality -1 very high 2 lowest
- mat_reducefillrate 0 //shadow detail 0 being highest
- mat_monitorgamma "1.800000" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_antialias "0" //aa (4x FSAA = 4)
- mat_aaquality "0" //aa quality
- r_shadowrendertotexture "1" //quality of textures
- r_shadows "1"
- r_waterforceexpensive "0" //What reflections to see on water 0 lowest, 1 reflect world 2 reflect all
- mat_motion_blur_enabled "0" //enable motion blur
- mat_queue_mode "2" //The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded
- mat_hdr_level "0" //Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps
- mat_phong "0"
- tf_hud_no_crosshair_on_scope_zoom "0" //hide crosshair when scoped
- //Must test a bit
- //host_thread_mode "1"
- //r_threaded_particles "1"
- //r_threaded_renderables "1"
- //snd_mix_async "1"
- // ----------------------------------------------------------------------------
- // Network
- // ----------------------------------------------------------------------------
- //maybe carry on using good?
- // Good connection
- cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- cl_interp 0.01 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
- cl_interp_ratio 1//l_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 66 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
- //cl_cmdrate 40
- //cl_interp 0
- //cl_interp_ratio 2
- cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 40
- //rate 35000
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_disablehtmlmotd "1" //disable Html mods
- cl_autorezoom "0" //if 1 sniper will automatically re-zoom in
- tf_respawn_on_loadoutchanges "1" //When set to 1, you will automatically respawn whenever you change loadouts inside a respawn zone
- hud_classautokill "0" //Automatically kill player when class changed
- cl_autoreload "1" //automatically reload when not shooting
- sv_cheats 1 //0=all cheats, 1=Some cheats, 2=no cheats
- tf_server_identity_disable_quickplay "1" //Disable this server from being chosen by the quickplay matchmaking
- con_enable "1" //Allows the console to be activated
- mat_powersavingsmode "0" //Power Savings Mode
- sc_disable "1" //Disables use of Steam Controller API
- sv_allow_point_servercommand always //always better to have on
- // ----------------------------------------------------------------------------
- // HUD
- // ----------------------------------------------------------------------------
- //Flawhud is in custom folder
- // ----------------------------------------------------------------------------
- // Combat Text/Sound
- // ----------------------------------------------------------------------------
- hud_combattext_healing "1" //show healing numbers
- hud_combattext_batching "1" //If set to 1, numbers that are too close together are merged
- hud_combattext_batching_window "0.3" //Maximum delay between damage events in order to batch numbers
- hud_combattext_doesnt_block_overhead_text "1" //If set to 1, allow text like 'CRIT' to still show over a victim's head
- tf_dingalingaling "1" //If set to 1, play a sound everytime you injure an enemy. The sound can be customized by replacing the 'tf/sound/ui/hitsound.wav' file
- tf_dingaling_volume "0.75" //Volume of hitsound
- tf_dingaling_pitchmindmg "100" //Desired pitch of the hit sound when a minimal damage hit (<= 150 health) is done
- tf_dingaling_pitchmaxdmg "100" //Desired pitch of the hit sound when a maximum damage hit (<= 10 health) is done
- tf_dingalingaling_lasthit "1" //If set to 1, play a sound whenever one of your attacks kills an enemy. The sound can be customized by replacing the 'tf/sound/ui/killsound.wav' file
- tf_dingaling_lasthit_volume "0.75" //Desired volume of the last hit sound
- tf_dingaling_lasthit_pitchmindmg "100" //Desired pitch of the hit sound when a minimal damage hit (<= 10 health) is done
- tf_dingaling_lasthit_pitchmaxdmg "100" //Desired pitch of the hit sound when a maximum damage hit (>= 150 health) is done
- tf_dingalingaling_repeat_delay "0.0" //Desired repeat delay of the hit sound. Set to 0 to play a sound for every instance of damage dealt
- tf_dingalingaling_effect "0" //Which Dingalingaling sound is used
- tf_dingalingaling_last_effect "4" //Which final hit sound to play when the target expires
- // ----------------------------------------------------------------------------
- // Class Specific
- // ----------------------------------------------------------------------------
- tf_medigun_autoheal "1" //Setting this to 1 will cause the Medigun's primary attack to be a toggle instead of needing to be held down
- hud_medicautocallers "0" //allow auto call for medic
- hud_medicautocallersthreshold "10" //max number of people that can call for medic at a time
- hud_medichealtargetmarker "1" //show marker above healing target
- tf_sniper_fullcharge_bell "1" //play sound when sniper is fully charged
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