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Update
Created 23rd June 2009 @ 23:53
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Added an option to the advanced multiplayer menu to select left or right handed view models
Fixed a bug where a fake Spy hand would appear on the screen of other players
Increased the Cloak and Dagger regeneration rate slightly
The Dead Ringer’s cloak meter can now be regenerated from ammo sources
The Ambassador now only crits when fully accurate and no longer penetrates enemies
Just hope people wont be able to toggle left-/right-handedness with a keybind while connected, would be rather lame having to do that too just to not be at a disadvantage.
im so gonna do that script! Will take some time to get used to it thou :/
Why would you wanna do a script like that? just pick either way and get used to it
Why would you wanna do a script like that? just pick either way and get used to it
Corners
Just found this one
bind mouse2 “+rightrocket”
alias +rightrocket “cl_flipviewmodels 0; +attack”
alias -rightrocket “-attack”bind mouse1 “+leftrocket”
alias +leftrocket “cl_flipviewmodels 1; +attack”
alias -leftrocket “-attack”
i got one bound to move keys (a,d)
Just tested it and seemingly it only changes the model and nothing else. The demos nades were still coming out of the right. So when I stood in front of a wall, aiming at it just so the nades were still flying around the right corner next to it and changed the cvar , they didn’t collide with the wall but still went around the corner.
Dont use the incrementvar script mentioned above. It doesn’t work.
When you put the commands in manually the rockets do come out from the left.
EDIT:
alias togglemodel tmon
alias tmon “cl_flipviewmodels 0;alias togglemodel tmoff”
alias tmoff “cl_flipviewmodels 1;alias togglemodel tmon”
bind i togglemodel
check rockets, it works as it should
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