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// This script allows settings to switch with the active weapon.
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// 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).
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// Medic, Spy, Engineer, and permanent non-active weapon versions are also available, contact the author below.
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bind q            eq_lastinv
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// The script will only work correctly when switching with keys in the BIND section.
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// The script cannot know if a weapon switched for any other reason than player input using the keys in the BIND section.
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alias eq_slot1   "slot1; set1; cross1"
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// The script cannot know if a weapon switched successfully, and will always assume it has. Examples that prevent/impede switching:
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alias eq_slot2   "slot2; set2; cross2"
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//  - Permanent or temporary non-active weapon like gunboats or a melted spy-cicle
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alias eq_slot3   "slot3; set3; cross3"
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//  - Minigun spinup/spindown
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alias qs_slot1   "set_lastinv; alias set_lastinv alias eq_lastinv eq_slot1; alias set1 ;         alias set2 qs_slot2; alias set3 qs_slot3"
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alias qs_slot2   "set_lastinv; alias set_lastinv alias eq_lastinv eq_slot2; alias set1 qs_slot1; alias set2 ;         alias set3 qs_slot3"
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// Written by /u/genemilder (http://steamcommunity.com/id/Seventy_one)
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alias qs_slot3   "set_lastinv; alias set_lastinv alias eq_lastinv eq_slot3; alias set1 qs_slot1; alias set2 qs_slot2; alias set3 "
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qs_slot2
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// ========== INSTRUCTIONS ==========
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// Edit r_drawviewmodel in the SETTINGS section for whether viewmodels are turned on (1) or off (0)
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// r_drawviewmodel in the prs_ aliases is activated when pressing the attack key with the weapon equipped
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// SCRIPT OVERWRITE (also add any settings changed)
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// r_drawviewmodel in the rls_ aliases is activated when releasing the attack key with the weapon equipped
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//bind 1 slot1
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// r_drawviewmodel in the eq_ aliases is activated when switching to that weapon
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//bind 2 slot2
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//bind 3 slot3
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// To add additional settings on weapon switch, append them to the eq_ aliases.
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//bind q lastinv