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Primary + Secondary invisible, but melee visible
Created 9th September 2013 @ 10:13
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Hello, I need help with my viewmodels. I want my primary + secondary to be invisible but my melee weapon to be visible. I don’t want to do it manually because it distracts me too much. I would like some kind of config for it. I can’t make one myself because I don’t know how to.
EDIT: I use 1,2,3 to change weapons. I rarely use “Q” nor mousewheel to change weapons.
Last edited by Kimo,
bind q “slot1;viewmodel_fov 0”
bind e “slot2;viewmodel_fov 0”
bind f “slot3;viewmodel_fov 64”
alias "primary" "slot1; r_drawviewmodel 0"
alias "secondary" "slot2; r_drawviewmodel 0"
alias "melee" "slot3; r_drawviewmodel 1"
bind "1" "primary"
bind "2" "secondary"
bind "3" "melee"
sniped (
Last edited by Spike Himself,
// Viewmodel and Crosshair Control Script Release Candidate 3
// By Loops :3
alias crossmodel1 “r_drawviewmodel 0”
alias crossmodel2 “r_drawviewmodel 0”
alias crossmodel3 “r_drawviewmodel 1”
alias qcom1 “slot1; crossmodel1; q1from2; 2from1; 3from1”
alias qcom2 “slot1; crossmodel1; q1from3; 2from1; 3from1”
alias qcom3 “slot2; crossmodel2; q2from1; 1from2; 3from2”
alias qcom4 “slot2; crossmodel2; q2from3; 1from2; 3from2”
alias qcom5 “slot3; crossmodel3; q3from1; 1from3; 2from3”
alias qcom6 “slot3; crossmodel3; q3from2; 1from3; 2from3”
alias q2from1 “bind q qcom1”
alias q3from1 “bind q qcom2”
alias q1from2 “bind q qcom3”
alias q3from2 “bind q qcom4”
alias q1from3 “bind q qcom5”
alias q2from3 “bind q qcom6”
alias com1 “slot2; 1from2; 3from2; q2from1; crossmodel2”
alias com2 “slot3; 1from3; 2from3; q3from1; crossmodel3”
alias com3 “slot1; 2from1; 3from1; q1from2; crossmodel1”
alias com4 “slot3; 1from3; 2from3; q3from2; crossmodel3”
alias com5 “slot1; 2from1; 3from1; q1from3; crossmodel1”
alias com6 “slot2; 1from2; 3from2; q2from3; crossmodel2”
alias 2from1 “bind 2 com1”
alias 3from1 “bind 3 com2”
alias 1from2 “bind 1 com3”
alias 3from2 “bind 3 com4”
alias 1from3 “bind 1 com5”
alias 2from3 “bind 2 com6”
bind “1” “slot1; r_drawviewmodel 0; 2from1; 3from1; crossmodel1”
bind “2” “slot2; r_drawviewmodel 0; 1from2; 3from2; crossmodel2”
bind “3” “slot3; r_drawviewmodel 0; 1from3; 2from3; crossmodel3”
This allows the usage of “q” as lastinv. If you dont use “q” remember to change the binds.
Quoted from e•on
// Viewmodel and Crosshair Control Script Release Candidate 3
// By Loops :3
alias crossmodel1 “r_drawviewmodel 0”
alias crossmodel2 “r_drawviewmodel 0”
alias crossmodel3 “r_drawviewmodel 1”
alias qcom1 “slot1; crossmodel1; q1from2; 2from1; 3from1”
alias qcom2 “slot1; crossmodel1; q1from3; 2from1; 3from1”
alias qcom3 “slot2; crossmodel2; q2from1; 1from2; 3from2”
alias qcom4 “slot2; crossmodel2; q2from3; 1from2; 3from2”
alias qcom5 “slot3; crossmodel3; q3from1; 1from3; 2from3”
alias qcom6 “slot3; crossmodel3; q3from2; 1from3; 2from3”
alias q2from1 “bind q qcom1”
alias q3from1 “bind q qcom2”
alias q1from2 “bind q qcom3”
alias q3from2 “bind q qcom4”
alias q1from3 “bind q qcom5”
alias q2from3 “bind q qcom6”
alias com1 “slot2; 1from2; 3from2; q2from1; crossmodel2”
alias com2 “slot3; 1from3; 2from3; q3from1; crossmodel3”
alias com3 “slot1; 2from1; 3from1; q1from2; crossmodel1”
alias com4 “slot3; 1from3; 2from3; q3from2; crossmodel3”
alias com5 “slot1; 2from1; 3from1; q1from3; crossmodel1”
alias com6 “slot2; 1from2; 3from2; q2from3; crossmodel2”
alias 2from1 “bind 2 com1”
alias 3from1 “bind 3 com2”
alias 1from2 “bind 1 com3”
alias 3from2 “bind 3 com4”
alias 1from3 “bind 1 com5”
alias 2from3 “bind 2 com6”bind “1” “slot1; r_drawviewmodel 0; 2from1; 3from1; crossmodel1”
bind “2” “slot2; r_drawviewmodel 0; 1from2; 3from2; crossmodel2”
bind “3” “slot3; r_drawviewmodel 0; 1from3; 2from3; crossmodel3”This allows the usage of “q” as lastinv. If you dont use “q” remember to change the binds.
wut, just use aron’s crosshair switcher
this works in all cases with keeping the mousewheel and q as weaponswitch as an option
alias primary “slot1;r_drawviewmodel 0;viewmodel_fov 90;MW1”
alias secondary “slot2;r_drawviewmodel 0;viewmodel_fov 90;MW2”
alias melee “slot3;r_drawviewmodel 1;viewmodel_fov 90;MW3”
alias Q1 “secondary”
alias Q2 “primary”
alias MW1 “bind mwheelup melee;bind mwheeldown secondary;bind q Q1”
alias MW2 “bind mwheelup primary;bind mwheeldown melee;bind q Q2”
alias MW3 “bind mwheelup secondary;bind mwheeldown primary”
bind 1 primary
bind 2 secondary
bind 3 melee
______________
additionally u can use a toggle script to switch your viewmodel from on to off:
bind “KEY” “incrementvar r_drawviewmodel 0 1 1”
Last edited by clip,
Quoted from Spike Himself
alias "primary" "slot1; r_drawviewmodel 0"
alias "secondary" "slot2; r_drawviewmodel 0"
alias "melee" "slot3; r_drawviewmodel 1"bind "1" "primary"
bind "2" "secondary"
bind "3" "melee"sniped (
don’t use r_drawviewmodel… it doesn’t remove the muzzleflash. viewmodel_fov is a much better command
Quoted from ondkaja
[…] don’t use r_drawviewmodel… it doesn’t remove the muzzleflash. viewmodel_fov is a much better command
i would say thats personal preference
Quoted from ondkaja
[…] don’t use r_drawviewmodel… it doesn’t remove the muzzleflash. viewmodel_fov is a much better command
well for some weapons you need muzzleflash (ie xbow, flaregun, needles) or else you wont see anything coming out and it gets pretty hard to aim
Quoted from Spike Himself
alias "primary" "slot1; r_drawviewmodel 0"
alias "secondary" "slot2; r_drawviewmodel 0"
alias "melee" "slot3; r_drawviewmodel 1"bind "1" "primary"
bind "2" "secondary"
bind "3" "melee"sniped (
Thanks it worked.
I used the first tip and now I dont know how to turn it off and i dislike not seeing the weapons. How do i I get my weapons to appear again?
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