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scout scattergun/pistol crosshair script
Created 24th July 2009 @ 12:32
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i tried to play with cl_drawviewmodel 0 and liked it, but the problem was i didnt know whether i was using the pistol or the scattergun.
so what is the script that if i push 1 it gives me that crosshair (and mayb auto reload? :o) – http://img195.imageshack.us/img195/3052/scattergun.png
and if i push 2 its gives me that 1 – http://img530.imageshack.us/img530/5858/pistol.png
slot 3 doesnt rly matter :)
ty.
Put in scout.cfg
alias slot1reload “slot1;+reload;switch2;cl_crosshair_file crosshair7”
alias slot2noreload “slot2;-reload;switch1;cl_crosshair_file crosshair5”
alias doubleB “bind 2 slot2; bind 1 slot1; -reload;bind F12 singleB”
alias singleB “bind 2 slot2noreload; bind 1 slot1reload; bind F12 doubleB”
alias switch1 “bind q slot1reload”
alias switch2 “bind q slot2noreload”
bind “F12” doubleB
bind 1 slot1reload
bind 2 slot2noreload
bind q slot2noreloadPut in all class.cfg’s except scout.cfg
bind 1 slot1
bind 2 slot2
bind 3 slot3
bind q lastinv
pressing 1 will give you shotgun + crosshair7 + autoreload
pressing 2 will give you pistol + crosshair5 + autoreload off
pressing Q switches to either 1 or 2, depending what you have in your hand atm and works with autoreload aswell.
pressing F12 turns your autoreload script completely off so that you can use the FaN aswell. press F12 again if you’re switching back to scattergun
edit: oh and I think you need to re-write the “quote marks” cause the ones the etf2l forum uses give errors in .cfg files
hehe exactly the way ive got scout set up :X (crosshair wise)
*Hijack*
Anyone got one with slot1 and slot2 is r_drawviewmodel 0, but melee is shown?
Would be epic.
Also, a blinking crosshair, like in this one; http://www.mediafire.com/download.php?znnbitzvbym (Jh)
ty jonny ^^ and lol eon :p
*Hijack*
Anyone got one with slot1 and slot2 is r_drawviewmodel 0, but melee is shown?
Would be epic.Also, a blinking crosshair, like in this one; http://www.mediafire.com/download.php?znnbitzvbym (Jh)
Just add r_drawviewmodel 0/1 appropriately after the slot commands in your 1/2/3-keybinds.
Regarding “blinking crosshair” (for whatever reason you’d want to do something dumb like this), you’ll notice it changes whenever he moves in a different direction or jumps. So just re-bind your WASD and JUMP to set a new trigger, like so (i’m not checking up underscore and shit is correct, but you get the idea):
bind w “+_myforward”
alias +_myforward “cl_crosshair_color 12123; +foward”
alias -_myforward “-forward”
bind s “+_mybackward”
alias +_mybackward “cl_crosshair_color 123124; +backward”
aliuas -_mybackward “-backward”
… and so on and so forth.
hey mate. Its pretty easy to do really. I just wrote this little script here for you. Just put this in your scout.cfg file and you should be fine.
//Scout drawviewmodel script
alias ChangeSlot1 "slot1 ; bind q slot2 ; cl_drawviewmodel 0"
alias ChangeSlot2 "slot2 ; bind q slot1 ; cl_drawviewmodel 1"
alias ChangeSlot3 "slot3 ; cl_drawviewmodel 1"
alias ScriptOn "bind 1 ChangeSlot1 ; bind 2 ChangeSlot2 ; bind 3 ChangeSlot3"
alias ScriptOff "bind 1 slot1 ; bind 2 slot2 ; bind 3 slot3 ; bind q lastinv ; cl_drawviewmodel 1"
alias ScriptToggleOn "ScriptOn ; bind F11 ScriptToggleOff"
alias ScriptToggleOff "ScriptOff ; bind F11 ScriptToggleOn"
bind F11 "ScriptToggleOff"
ScriptOn
That should do the job there. When you change to scout, the script will be automatically enabled. However pressing F11 will allow you to toggle the script on and off again. The only thing it won’t do is Q will now no longer toggle between your last weapon and the current one, it will just toggle between Scattergun and Pistol (i.e. Q will never switch you to the bat).
The only thing you will need to do is add this to all the other class scripts (demoman.cfg, etc,,,)
//Toggle off the scout viewmodel script
ScriptToggleOff
That will make sure that when you switch to any other class, the viewmodel is still visible.
>.<
EDIT: Not only was beaten to reply because I went afk, but I also just realised I have you something slightly different to what you were asking. XD
It’s r_drawviewmodel, not cl_drawviewmodel.
“was i didnt know whether i was using the pistol or the scattergun.”
sry had to laugh :D
play the same way but uhm i know how much bullets the pistol and the scatter got and i know what gun i used last :D
holy shit it looks like tf players need for everyfucking tiny thing a script…hey make a script so u dont have to play by yourself anymore Oo
sry but even in quake there are less scripts
SCRIPTOMANIA!!!!!! btw i love using no script,because i can press keys by myself and i can count :D
alias wt "w2"
alias w1 "s1 ; alias wt w2"
alias w2 "s2 ; alias wt w1"
alias sca "slot1 ; +reload ; r_drawviewmodel 0"
alias pis "slot2 ; -reload ; r_drawviewmodel 1"
alias bat "slot3 ; -reload ; r_drawviewmodel 1"
alias s1 "sca ; alias wt w2 ; alias s3 s3-1"
alias s2 "pis ; alias wt w1 ; alias s3 s3-2"
alias s3 "bat"
alias s3-1 "bat ; alias wt w1 ; alias s3 bat"
alias s3-2 "bat ; alias wt w2 ; alias s3 bat"
bind "1" "s1"
bind "2" "s2"
bind "3" "s3"
bind "Q" "wt"
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