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Team Fortress 2
Topic: Hide Viewmodel Script
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Power
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Re: Hide Viewmodel Script
«
Reply #15 on:
October 12, 2009, 07:45:59 AM »
Can't really explain why it would effect anything, most likely doesn't have to do anything with this specific bit of code, but apart from that, make sure you have MWHEELUP and MWHEELDOWN bound to slot_1 and slot_2 (or slot_3, depends on what you want to happen, when you scroll down the first time) and also your 1234567890 keys bound to slot1-10 (in your autoexec.cfg or a separate cfg that is executed from autoexec.cfg) every time you connect to a server (also Mouse1 and Mouse2 to +attack and +attack2, as you seem to have a problem with that somewhere).
My guess would be, after the second connect to a server your keys aren't reset properly, but are still bound to whatever was left from the last game, though it shouldn't mess up the other things except the mousewheel - except if you have more scripts in, that mess with slot1-10 and attack commands. If you bind a key to attack or attack2 somewhere, make sure you are using +attack and +attack2 instead, otherwise it only gets executed once, even if you keep your button pushed (might be a cause for you minigun not spinning, once you klick another button).
Basically every bug from this script would be removed if you'd put the correct binds (and desired drawviewmodel setting for the default weapon of a class) in you class.cfg instead of the autoexec or wherever it is now. I have a binds.cfg which includes the common key layout to all classes but all class related binds (and aliases, though they are in another cfg) are all in my class.cfg -which also executes binds.cfg every time it gets executed. This way the layout is reset every time I connect to a server or change class and only some class specific stuff gets loaded, when I play that class. Never had a problem with anything like that. I don't use this script (or hidemodel for that matter), but I have a similar thing for switching weapons with MWHEELUP, MWHEELDN and MOUSE3 depending on what class is on.
EDIT: to clarify, by class.cfg I (and hzza) mean the cfg named after the specific class, i.e. medic.cfg in the TF2 cfg folder and not a file called class.cfg.
«
Last Edit: October 12, 2009, 08:42:29 AM by Power
»
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Re: Hide Viewmodel Script
«
Reply #16 on:
October 12, 2009, 08:46:28 AM »
Let me try again, Cruel, I have a hard time understanding myself on rereading the above ^^
Your two problems probably don't have anything to do with the script that you posted. Are you sure it's caused by this? Try it again with removing those lines from every cfg file.
The heavy problem looks like there is "attack" or "attack2" instead of "+attack" and "+attack2" bound to the Mouse keys somewhere in your configs and the spy problem looks like a bind to slot1-3 went missing somewhere (if you're using your number keys for choosing the disguises - as in default, check if they are bound to the according slotX, otherwise, are you using numpad for this by any chance?). It is unlikely that you messed those up somehow with what you posted here, even if there is a typo somewhere (which isn't in the bit that you posted).
P.S.: For a test for the slotX problem, does it work if you try to switch the weapons with your 1-3 keys instead of the mousewheel when you are a spy? What about when you are NOT a spy?
«
Last Edit: October 12, 2009, 08:53:23 AM by Power
»
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Re: Hide Viewmodel Script
«
Reply #17 on:
October 12, 2009, 10:08:08 AM »
LOL Power!
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CruelCow
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Re: Hide Viewmodel Script
«
Reply #18 on:
October 12, 2009, 11:26:33 AM »
Power normally I'd totally agree with you, but this is what has happened. At first, everything was fine, than I tried that script by opening each class-specific config file and pasting in this:
alias slot_1 "slot1; r_drawviewmodel 0; bind "MWHEELUP" slot_3; bind "MWHEELDOWN" slot_2"
alias slot_2 "slot2; r_drawviewmodel 0; bind "MWHEELUP" slot_1; bind "MWHEELDOWN" slot_3"
alias slot_3 "slot3; r_drawviewmodel 1; bind "MWHEELUP" slot_2; bind "MWHEELDOWN" slot_1"
bind "1" slot_1
bind "2" slot_2
bind "3" slot_3
(With slight variations of r_drawviewmodel of course.)
Then I launched tf2 and the problems occurred, so I closed it again, removed all those lines, launched it again and rebound the 1,2,3 keys in the GUI. Result: Everything is fine again.
I have NO idea how that happened, especially the Heavy bug puzzles me...
P.S.: Looking at it, it has a small bug, hiding the viewmodel via mousewheel only works once you have selected a weapon with the 1,2,3 keys at least once. However that's easy to fix. Also unless the script executes when you respawn (dunno if) it also screws up the wheels. However neither of these should have any influence on the mouse keys.
Edit: Oh and apart from that, my class-specific-configs were completely empty!
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Power
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Re: Hide Viewmodel Script
«
Reply #19 on:
October 12, 2009, 11:53:29 AM »
Why did you bind it to 1,2,3 instead of just binding two of them to Mouseup and Mousedown, though? That would be the right way to do it. When you bound your 1,2,3 keys to slot_1, slot_2 and slot_3, that's when your slot1, slot2 and slot3 went missing, which explains why your spy disguises (and probably also engineer PDA) didn't work, as you NEED those to be able to select appropriate options in the TF2 GUI (as in selecting classes for disguise, selecting buildings to build or plain choosing weapons, though the latter worked as your slot_1, slot_2 and slot_3 aliases also choose weapons).
I'd recommend you to delete the 1,2,3 binds (Rebind 1,2,3 to slot1, slot2 and slot3 respectivelly) and bind the two weapons, that you are not spawned with (I think it'll be slot_1 and slot_2, can't check right now) to Mouseup and Mousedown. If you do so, you will have the right binds on your mousewheel from the start and the script will pick up from there, the first time you use the mousewheel.
CAUTION (uuuuuuhhh): There is an option to remember, what weapon you were using before death somewhere, and I suspect it can mess up the things (just a little bit) if you have it activated, to a point that it would be possible that on some occasions if you use Mouseup or Mousedown nothing would happen as you'd already have that weapon out, on the repeat of the action it would work normally again. Either deactivate that option if you're using it or just stick with using three "buttons" for every slot, as posted in Hzza's example (you'll need some extra keys in that case for the disguise kit and engineer's PDA, though. Good thing, it can be the same key if you use your class .cfg). Unless you're using Mouse3 for something else, I don't see why you'd want to do anything different. I have primary weapon on Mousedown, Pistol/shotgun on Mouseup and Meelee on Mouse 3 (except for spy, he has different priorities) - best thing that I did with my game and you can't accidentially scroll too far.
Why the Mouse1 and Mouse2 were affected on a heavy is still a mystery to me, though. You use Mouse2 to spin up and Mouse1 to fire the gun, yes?
P.S.: If you DON'T have the script in your class .cfg it will be only executed once, when you connect to the server (through the autoexec.cfg and config.cfg). It will then also have effect on EVERY class you play, unless you rebind any keys through the class .cfg specifically. The class specific .cfgs are only executed once at the moment you switch to that class and stay like that untill you switch to another class or disconnect and connect to a server at a later point (though it doesn't automatically resets anything, so if you changed any binds through your class .cfg you'll have to rebind it).
Basically if you need any help with scripting, drop me a message later, when I'm online in steam.
I don't script much, TF2 doesn't really need any of this, but some things are usefull.
«
Last Edit: October 12, 2009, 12:00:25 PM by Power
»
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Re: Hide Viewmodel Script
«
Reply #20 on:
October 12, 2009, 12:26:16 PM »
autoexec.cfg is only ran during game startup....
edit: I would jump in and help here, but I can't be arsed to read the whole thread, and power is doing a brill job
However, If you are trying to integrate this into my scripts (if you use them) then let me know and I will look into it further.
(might anyway for myself
)
«
Last Edit: October 12, 2009, 12:28:22 PM by egg
»
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CruelCow
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Re: Hide Viewmodel Script
«
Reply #21 on:
October 12, 2009, 12:27:20 PM »
Quote from: Power on October 12, 2009, 11:53:29 AM
Why did you bind it to 1,2,3 instead of just binding two of them to Mouseup and Mousedown, though? That would be the right way to do it. When you bound your 1,2,3 keys to slot_1, slot_2 and slot_3, that's when your slot1, slot2 and slot3 went missing, which explains why your spy disguises (and probably also engineer PDA) didn't work, as you NEED those to be able to select appropriate options in the TF2 GUI (as in selecting classes for disguise, selecting buildings to build or plain choosing weapons, though the latter worked as your slot_1, slot_2 and slot_3 aliases also choose weapons).
If I wouldn't have, selecting weapons via 1,2,3 wouldn't have updated the state of showing the viewmodel. Slot1, slot2, and slot3
shouldn't
have gone missing, they are all the first command in slot_1 etc. (Otherwise the whole point of the bind - switching weapons! - would've gone
)
Of course there is the chance that tf2 checks for the button that is assigned to slot1 (which technically doesn't exist anymore) in order to catch the button and therefor misses it.
Quote from: Power on October 12, 2009, 11:53:29 AM
Why the Mouse1 and Mouse2 were affected on a heavy is still a mystery to me, though. You use Mouse2 to spin up and Mouse1 to fire the gun, yes?
Yep. Also it worked if I released Mouse2 and then hit Mouse1 as long as I didn't hit both at the same time.
Quote from: Power on October 12, 2009, 11:53:29 AM
Basically if you need any help with scripting, drop me a message later, when I'm online in steam.
I don't script much, TF2 doesn't really need any of this, but some things are usefull.
Thanks, but don't worry about it mate. I don't even think I use my wheel (gotta try removing the bind and see if I notice
), it was mainly my programmers reflex kicking in, "that's GOTTA be possible".
P.S.: As I've said, I used Soldier.cfg, Spy.cfg, Medic.cfg etc.
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Re: Hide Viewmodel Script
«
Reply #22 on:
October 12, 2009, 12:57:07 PM »
Quote from: CruelCow on October 12, 2009, 12:27:20 PM
If I wouldn't have, selecting weapons via 1,2,3 wouldn't have updated the state of showing the viewmodel. Slot1, slot2, and slot3
shouldn't
have gone missing, they are all the first command in slot_1 etc. (Otherwise the whole point of the bind - switching weapons! - would've gone
)
Of course there is the chance that tf2 checks for the button that is assigned to slot1 (which technically doesn't exist anymore) in order to catch the button and therefor misses it.
So you WANTED to use 1,2,3 to select weapons (I thought it was all about mousewheel)? Okay, but you ALSO needed to give a start value to MWHEELUP and MWHEELDN, because otherwise they weren't bound to anything (until you pressed 1,2 or 3 that is). If you just want to see if hidden weapon is for you, may I suggest a simple On/Off toggle to switch weapon visibility on and off, then? Would be far less hassle.
alias hide "r_drawviewmodel 0; bind "something" show"
alias show "r_drawviewmodel 1; bind "something" hide"
bind "something" "hide"
Not as automatic, but good enough to see if it's something that you would like to have in first place.
Also I'm not entirely sure on this, but I think TF2 actually handles selecting weapon slots and selecting stuff in the GUI (also admin mod menus, I believe) as two different things, although technically it's both SlotX commands. Selecting weapons appears to work, while selecting stuff in the GUI doesn't, which is why it's best to have your numbers bound to respective slotX commands.
Quote from: CruelCow on October 12, 2009, 12:27:20 PM
Yep. Also it worked if I released Mouse2 and then hit Mouse1 as long as I didn't hit both at the same time.
Are you SURE you don't have anything else in your configs except bind "Mouse1" "+attack" and bind "Mouse2" "+attack2"? Maybe actually a hardware or driver problem? This doesn't make any sense.
Quote from: CruelCow on October 12, 2009, 12:27:20 PM
Thanks, but don't worry about it mate. I don't even think I use my wheel (gotta try removing the bind and see if I notice
), it was mainly my programmers reflex kicking in, "that's GOTTA be possible".
I see, well it is possible, sure, though I'd just stick with 3 MWHEEL positions (up, down and pushed) for every slot - it's just infinitely better compared to switching weapons by scrolling. If you're using 1,2,3, then there is a trick when holding a different button (Alt for example) would allow you to change the binds of the keys as long as you are holding it - you could make it so, that every time you want to choose something from the UI, you'll have to hold Alt and it will work... oh you know what? Forget it ^^ it's still more hassle that what you're used to.
«
Last Edit: October 12, 2009, 01:04:11 PM by Power
»
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Re: Hide Viewmodel Script
«
Reply #23 on:
October 13, 2009, 07:48:10 PM »
A belated THANK YOU SO VERY MUCH for this thread. Not for the scripts, tbh I happen to like the viewmodels, but for enlightening me about hitscan.
I mean, I did know that shooting a ray and choosing the first geometry that it hits is pretty much the way to compute intersections in 3d space, but while playing it completely escaped my view that bullets are actually no-delay due to that. Well duh. I felt this helps me concentrate more on keeping the crosshair on the enemy. (Okay, I know, I should have long handed in my gaming license, but that's what I get for having been on the casual side of gaming ever since before WDG...)
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Re: Hide Viewmodel Script
«
Reply #24 on:
October 13, 2009, 09:56:07 PM »
your all so bloody clever... someone write me a script to auto reload for every weapon but the FaN ( so it automatically switches back when I go to the scattergun)
then change the cross-hairs for each weapon too.. thanks
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Re: Hide Viewmodel Script
«
Reply #25 on:
October 13, 2009, 10:00:27 PM »
Will pm you my script later mate
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Hzza
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Re: Hide Viewmodel Script
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Reply #26 on:
October 13, 2009, 10:00:44 PM »
Quote from: Chaos on October 13, 2009, 09:56:07 PM
your all so bloody clever... someone write me a script to auto reload for every weapon but the FaN ( so it automatically switches back when I go to the scattergun)
then change the cross-hairs for each weapon too.. thanks
Crosshair is in the first post, you'll need to add a toggle to turn autoreload off/on though. Can't specify for certain weapons
.
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Chaos
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Re: Hide Viewmodel Script
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Reply #27 on:
October 13, 2009, 10:07:24 PM »
Quote from: Hzza on October 13, 2009, 10:00:44 PM
Quote from: Chaos on October 13, 2009, 09:56:07 PM
your all so bloody clever... someone write me a script to auto reload for every weapon but the FaN ( so it automatically switches back when I go to the scattergun)
then change the cross-hairs for each weapon too.. thanks
Crosshair is in the first post, you'll need to add a toggle to turn autoreload off/on though. Can't specify for certain weapons
.
so you havn't done what I asked... I can do what you suggested.. already did but I want everything set for each weapon, not each class/slot
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Re: Hide Viewmodel Script
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Reply #28 on:
October 13, 2009, 11:30:05 PM »
Miss read your post chaos, got no idea how you would do it for each weapon. Might not be possible.
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Hzza
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Re: Hide Viewmodel Script
«
Reply #29 on:
October 13, 2009, 11:40:13 PM »
Don't think it is possible, you can only bind to slot1, slot2 etc, not specific weapons. Like I said, make a toggle switch
. Or if you want your rocket launcher to autoreload but not your shotgun (for example) add ;autoreload 1 to the end of the slot_1 alias and ;autoreload 0 to the end of the slot_2 alias I guess. Not sure I'd see the point though tbh.
edit - Thats not the right autoreload command btw, don't know what the actual one is
.
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