ShazamsCurrentScripts

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Shazam's! Current Scout Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.


Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript


-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

With that out of the way, put the text following this description into your scout .cfg file.

Based off of my spy script, this script deals with your weapons interface. Mousewheel up and down switch between the Scattergun and Pistol, and mouse 2 is bound to switch to AND cave in skulls with the Bat. Pressing mouse 1 while your bat is out will switch to the Scattergun or the Pistol, depending on which you used last, and use them.

The pistol's fire mode has an integrated rapid fire mode that is activated upon holding down the fire button (mouse 1), and mouse3 switches between 2 fire modes for your primary weapon; one with auto-reload for the Scattergun, and one without for the Force-a-Nature, with the FaN's firemode being the default.


UPDATE

I've both cleaned up and enhanced the features of this script; there is now echo text when you switch "Firemodes" for your primary weapon, and I've changed it so your mouse1 button goes to Scattergun instead of Pistol when switching from the bat, even if you had your pistol out previously. This tends to better suit the scout's hit and run style, and usually when you've been using your bat, the first thing you're gonna wanna pull out at that range isn't the pistol.

In addition to this, as with most of my newly updated scripts, I've added useful voice commands to the unused number keys.

I no longer use quickdodge, but for those who do, I've relocated my addon to the quickdodge script to its own catagory.

ANOTHER UPDATE

When toggling firemodes with between the Scattergun's firemode (Autoreload) and the FAN's firemode (No autoreload), there is now a message in the ::top right that tells you which you just toggled to. In addition, when switching to melee and back to your primary with mouse1, ::it remembers which settings you used.

Scout script also announces when it's active now. --Shazam! 01:09, 14 April 2009 (UTC)

//Reduces errors
developer 1; echo Scout Script Loaded.; Wait 200;developer 0;
exec clear.cfg
unbind 1
unbind 2
unbind 3
unbind 4
unbind 5
unbind q
//Firemodes for Primary
alias +primary1 "-rs;sensitivity 9.55;slot1;+attack"
alias -primary1 "-attack;+reload"

alias +primary2 "-rs;-reload;slot1;+attack"
alias -primary2 "-attack;"
bind mouse1 +primary2

//Firemode for Secondary
alias +secondary "-reload;sensitivity 8.55;slot2;+rs"
alias -secondary "-rs;"
alias none ""
//'Fire'mode for Melee
alias +melee "sensitivity 9.55;slot3;+attack"
alias -melee "-attack;primaryfiremode;Developer 0"
Bind mouse2 +melee
//Scroll Wheel binds
alias "FANtoggle" "slot1; bind mouse1 +primary2"
alias "standardtoggle" "slot1; bind mouse1 +primary1"
alias "weapontoggle" "slot2; bind mouse1 +secondary;"
bind mwheelup FANtoggle
bind mwheeldown weapontoggle

//Toggles firemodes
alias "PrimaryFiremode"
alias "Unlock" "-reload; bind mouse1 +primary2; bind mwheelup FANtoggle; bind mouse3 standard;developer 1; echo Force-A-Nature Firemode engaged.; Wait 200;developer 0; alias primaryfiremode unlock"
alias "Standard" "bind mouse1 +primary1; bind mwheelup standardtoggle; bind mouse3 unlock;developer 1; echo Scattergun Firemode engaged.; Wait 200;developer 0; alias primaryfiremode standard"
bind mouse3 standard
unlock

//Autofire portion
alias "+rs" "alias reps +rsse;+rsse"
alias "+rsse" "+attack;wait 2;-rsse"
alias "-rsse" "-attack;wait 2;reps"
alias "reps" "+rsse"
alias -rs "alias reps none"
alias none ""
//voicemenu shortcuts
//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go

Shazam's! Current Soldier Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

If you've already done that, proceed. If not, go ahead and take the time to do it, and your scripts will run that much smoother.

In the (admittedly short amount of) time I've played soldier, I've adjusted this script to best fit my needs and the needs of the class. What is it? A weapon interface redesign script, inspired in part by the one above, and gradually turned into this through my own trial and error, with a few additional features integrated into it.

That being said, let me acquaint you with the design.

  • Mousewheel up and down switch between two weapons; in this case the Rocket Launcher and the Shovel.
  • Mouse 2 is bound to switch to AND use the Shotgun once you've fully switched to it.
  • Pressing mouse 1 while your Shotgun is out will switch to the Rocket Launcher or the Shovel, depending on which you used last, and also use them once fully switched to.
  • Both the Rocket Launcher and the Shotgun have Auto reload integrated into their firemodes, which works quite well with them.
  • I've also added the "Quickmelee" function from my medic script, which, upon holding the bound key, will pull out your Shovel and bind mouse1 and mouse 2 to smack people with it, and upon releasing the bound key, switch back to your previous weapon and rebind mouse 1 and 2 to the Rocket Launcher and the Shotgun. This is useful for quickly smacking that pyro in the face just to show him who's boss, as the name would imply.

Note that the quickmelee script is bound to mouse5 in my setup. If you don't have a 5 button mouse, you're gonna want to change that bind to something else like, maybe, mouse3. UPDATE:

I've added voice commands to the number keys. Woo hoo! --Shazam! 09:22, 7 April 2009 (UTC)
//Reduces errors
developer 1; echo Soldier Script Loaded.; Wait 200;developer 0
exec clear.cfg
unbind 1
unbind 2
unbind 3
unbind 4
unbind 5
unbind q
//Melee 'firemode'
alias +melee "slot3;+attack"
alias -melee "-attack"
alias none ""
//Secondary firemode with auto-reload
alias +secondary "slot2;+attack"
alias -secondary "-attack;+reload"
alias none ""
bind mouse2 +secondary
//Primary firemode with auto-reload
alias +primary "slot1; +attack"
alias -primary "-attack;+reload"
alias none ""
bind mouse1 +primary
//Scroll wheel binds
alias "meleetoggle" "slot3; bind mouse1 +melee;"
alias "weapontoggle" "slot1; bind mouse1 +primary;"
bind mwheelup weapontoggle
bind mwheeldown meleetoggle
//Quickmelee function
alias "+QuickMelee" "slot3; wait; bind mouse1 +attack;bind mouse2 +attack"
alias "-QuickMelee" "lastinv; bind mouse1 +primary; bind mouse2 +secondary"
bind "mouse5" "+quickmelee"
//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go


--Shazam! 11:58, 4 April 2009 (UTC) My literary brain is fried after explaining the reasons behind my scripts' functions in my other script posts, and I'm likin this whole 'list' thing. By now you get the idea. I've found what works best for me, and put it into a script.


Shazam's! Current Pyro Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

Have you done that yet? No? GO BACK AND DO IT! Okay, cool. Now to the meat of this post; my pyro script!

For a slightly simpler class, here's a slightly simpler script! As is the standard in my class scripts, mousewheel up and down switch between two weapons; in this case the Flamethrower(s) and the Flaregun/Shotgun. Mouse 2 is bound to switch to AND use the Axetinguisher (or the fireaxe, if that's what you're into...) which makes for some very fast and responsive weapon switching. Pressing mouse 1 while your Axe of choice is out will switch to the Flamethrower and also use it once fully switched to.

In addition, having thought my last solution to the 'building' problem in my engineer script was clever AND deadly, I've integrated Quickattack into the Melee switch key. What does this mean!? It means that if you're using the flaregun, flamethrower, OR shotgun, and happen to switch to Melee once your current weapon has been deployed for a suitable amount of time, your current weapon will let out a quick shot before switching right to your melee weapon of choice, potentially doing much extra damage for no extra time at all! This is good news for you Axetinguisher users: a quick puff of flame using barely any fuel or a quick flare before deploying the gnarled old axe can both save you fuel, and reduce the amount of time the other person (heavies) have to react before you're chopping them into crit-sized pieces. Even a small puff of flame is enough to light up to 8 people on fire in a confined space, so you might even get more than one with it! For those of you using 'big red' though... you might wanna edit this portion out. It's pointed out in the script itself.

Also, Mouse5 is compression blast. You're gonna wanna change that if you don't have 5 mouse buttons.

UPDATE:

I've changed this script to better suit the class in one respect; Pressing mouse1 with your Axe equipped now switches to your flamethrower instead of the weapon used prior to the axe. It's unlikely you're going to want to use your shotgun asap within melee range, though that option is still available to you through mousewheel down.
I've also added voice commands to the number keys. Woo hoo!
//Reduces errors
developer 1; echo Pyro Script Loaded.; Wait 200;developer 0
exec clear.cfg
Unbind "1"
Unbind "2"
Unbind "3"
Unbind "q"
//Primary firemode and bind
alias +primary "slot1;+attack"
alias -primary "-attack"
alias none ""
bind mouse1 +primary
//Secondary firemode and bind
alias +secondary "slot2;+attack"
alias -secondary "-attack;+reload"
alias none ""
//Melee 'firemode' and bind. Quickattack on switch is intergrated in the beginning, before -attack2
alias +melee "+attack; wait 5; -attack; -attack2;slot3;+attack"
alias -melee "-attack: bind mouse1 +primary"
alias none ""
bind mouse2 +melee
//Scroll wheel binds
alias "meleetoggle" "slot1; bind mouse1 +primary;"
alias "weapontoggle" "slot2; bind mouse1 +secondary;"
bind mwheelup meleetoggle
bind mwheeldown weapontoggle
//Airblast Bind
bind mouse5 +attack2
//voice commands
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go


Shazam's! Current Engineer Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

Having done that, put the text following this description into your engineer .cfg file.

Based mostly off of my scout script, this script deals with your weapons interface in a similar way, and also consolidates the building interface for the quickest possible execution. Mousewheel up and down switch between the Shotgun and Pistol, and mouse 2 is bound to switch to AND use the Wrench. Pressing mouse 1 while your wrench is out will switch to the Shotgun, and use it once fully switched to.

The pistol's fire mode has an integrated rapid fire mode that is activated upon holding down the fire button (mouse 1), and the Shotgun's firemode integrates auto-reload, which works quite well with the shotgun. When you switch to your melee from a buildable, this script is set to to quickly attack with your current "weapon" right before the switch. The purpose of this is to make your Mouse2 key effectively execute a build when selected, and switch to your wrench and begin building it on hold. The attack is a one time bind, and the melee button goes back to normal after it's used.

Since this interface frees up all your number keys, I've decided to put them to good use in this script! Neither your Build nor Destroy "items" are selectable by these, but instead the Schematics for all your buildables are directly integrated into your number keys. 1 Is sentry, 2 is dispenser and 3-4 are your teleporter entrance and exit. If you already have a buildable set up, pressing the key corresponding to it will destroy it instantly, making it quick and easy to move your base's location to a more desirable location.

Mouse5 is the key bound to rotate buildings in this script, but if you don't have a mouse5 button, mouse3 will work well if you rebind it. Update:

I've made some changes to this script to make it mesh better with the engineer class. Mouse1 now goes to Shotgun instead of Pistol when switching from the wrench, even if you had your pistol out previously, as at melee range it's unlikely you're going to want the pistol. I've also added just the build command to keys 5-8, for servers that allow the building of multiple buildables.
I've also lowered the sensitivity for the pistol to make it easier to keep on a target. --Shazam! 01:13, 14 April 2009 (UTC)
//Reduces Errors
developer 1; echo Engineer Script Loaded.; Wait 200;developer 0
exec clear.cfg
unbind 1
unbind 2
unbind 3
unbind 4
unbind 5
unbind q
//Primary firemode and bind. Autoreload Tacked on to the end of -Primary.
alias +primary "sensitivity 9.55;-reload;-rs;slot1;+attack"
alias -primary "-attack;+reload"
alias none ""
bind mouse1 +primary
//Secondary firemode. Integrates autofire.
alias +secondary "sensitivity 8.5;-reload;slot2;+rs"
alias -secondary "-rs;"
alias none ""
//Melee 'firemode'1.
alias +melee "sensitivity 9.75;-rs;slot3;+attack;bind mouse1 +primary"
alias -melee "-attack"
alias none ""
Bind mouse2 +melee
//Melee 'firemode'2. Integrates build key before switching to Melee
alias +melee2 "-rs;+attack; wait 5; -attack;slot3;+attack;bind mouse1 +primary"
alias -melee2 "-attack;bind mouse2 +melee"
alias none ""
//Scroll Wheel binds
alias "meleetoggle" "slot1; bind mouse1 +primary;"
alias "weapontoggle" "slot2; bind mouse1 +secondary;"
bind mwheelup meleetoggle
bind mwheeldown weapontoggle
//Autofire Portion
alias "+rs" "alias reps +rsse;+rsse"
alias "+rsse" "+attack;wait 2;-rsse"
alias "-rsse" "-attack;wait 2;reps"
alias "reps" "+rsse"
alias -rs "alias reps none"
alias none ""
//Rotate buildings bind
bind mouse5 +attack2
//Simplified build/destroy interface
alias sentry "destroy 3; build 3;bind mouse2 +melee2"
alias dispenser "destroy 0; build 0;bind mouse2 +melee2"
alias entrance "destroy 1; build 1;bind mouse2 +melee2"
alias exit "destroy 2; build 2;bind mouse2 +melee2"
//Build commands for multiple buildables servers
alias extrasentry "build 3;bind mouse2 +melee2"
alias extradispenser "build 0;bind mouse2 +melee2"
alias extraentrance "build 1;bind mouse2 +melee2"
alias extraexit "build 2;bind mouse2 +melee2"

//Binds for it.
bind "1" "sentry"
bind "2" "dispenser"
bind "3" "entrance"
bind "4" "exit"

bind "5" "extrasentry"
bind "6" "extradispenser"
bind "7" "extraentrance"
bind "8" "extraexit"

Written and Posted by: Shazam!

Shazam's! Current Heavy Weapons Guy Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg 
// resets the binds my scripts use to default in between class changes 
// Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

Alright! Now that you've done that, and hopefully you have, on to my heavy script! If you glace upwards, you'll see alot of auto-windup scripts and the like. If that's what you're looking for, you'd do better to further investigate upwards; this is a weapon interface redesign designed to work as well with the heavy as possible! As far as I know, no other script like this exists, and if you liked my past work, you'll find this to be in a similar vein!

This script is meant to both speed up and make more intuitive the weapon selection process. As usual, mousewheel up and down switch between two weapons; in this case the Mingun(s) and the Sanvich, or Shotgun if you use that. Mouse 2 is bound to switch to AND use the 'Punching device' you've chosen, allowing you to get that quick KGB hit in and drive back the entire enemy offense with the ensuing kritz burst. Pressing mouse 1 while your Melee of choice is out will switch to the Minigun or your secondary weapon, depending on which you used last, and also use them once fully switched to. In addition, the shotgun has Auto-reload integrated.

Aside from that there are a few things of note in this script that set it apart from my others.

First of all, and this is important, BE SURE TO WAIT UNTIL YOUR MINIGUN IS FULL SPUN DOWN BEFORE ATTEMPTING TO SWITCH TO FISTS. If you don't, then instead of switching to another weapon, you'll just spin your minigun some more. I have looked into a fix for this, but the commands required are actually MORE iffy than this quirk itself, so you're better off just remembering to give your minigun a split second's rest. If I manage to fix this, I will update this.

The next difference would be my quickvich function, derived from a quick melee script I dug up somewhere. This will switch you to your sandvich, cause you to eat it once, and then switch to your minigun during the animation process. Though this may seem trivial, it has two functions: Number one, it makes it look like you're eating your minigun, which looks silly. Number two, it saves you from having to weapon switch once you've finished, allowing you to spin up immeadiately and gun down that spy attempting a facestab once you've finished eating. If you prefer to use your shotgun, then this will switch to the shotty and give it a blast, then switch back to your minigun immeadiately, which is less useful in my experience.

UPDATE: Keys 1-6 are now bound to voice commands I've found useful! --Shazam! 09:27, 7 April 2009 (UTC)

//reduces errors
developer 1; echo Heavy Weapons Script Loaded.; Wait 200;developer 0
exec clear.cfg
Unbind "1"
Unbind "2"
Unbind "3"
Unbind "q"
//Primary firemode and bind
alias +primary "-reload;slot1;+attack"
alias -primary "-attack"
alias none ""
bind mouse1 +primary
//Secondary firemode and bind
alias +secondary "-reload;-attack2;slot2;+attack"
alias -secondary "-attack;+reload"
alias none ""
//Melee 'fire'mode and bind
alias +melee "-reload;-attack2;slot3;+attack"
alias -melee "-attack"
alias none ""
bind mouse2 +melee
//scrollwheel binds
alias "meleetoggle" "slot1; bind mouse1 +primary;"
alias "weapontoggle" "slot2; bind mouse1 +secondary;"
bind mwheelup meleetoggle
bind mwheeldown weapontoggle
//Spin-up bind

bind mouse5 +attack2
//Quickvich function!
alias "QuickVich" "slot2; +attack; wait; -attack; slot1"
bind "mouse3" "QuickVich"

//voice commands
//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go


Shazam's! Current Demoman Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

If you've already done that, proceed. If not, GO DO IT! Your scripts will run that much smoother.

This script is a weapon interface redesign. What does that mean? It means it changes how you select and fire your weapons to be both as efficient and responsive as possible. I've also added some additional features from my other scripts I've found helpful when playing demoman, and overall this is a fairly intuitive script, very similar to my Soldier script. I've done one for every class there is in a similar style.

Here are the features: (hah, you can tell I'm getting tired as I write this)

  • Mousewheel up and down switch between two weapons; in this case the Grenade Launcher and the Sticky Launcher.
  • Mouse 2 is bound to switch to AND use the Bottle as normal once you've fully switched to it.
  • Pressing mouse 1 while your SBottle is out will switch to the Grenade Launcher or the Sticky Launcher, depending on which you used last, and also use them once fully switched to.
  • Both the Grenade Launcher and the Stickybomb Launcher have Auto-reload integrated into their firemodes,

which works quite well with them.

  • I've also added the autofire script from my scout script and bound mouse 3 to toggle between a rapid and regular sticky mode. The rapid mode will quickly deploy stickies on hold instead of increasing the launching distance.

UPDATE:

I've changed the rapid sticky mode somewhat; Whereas it used to have its own key, it now has a toggle key that allows you to switch between modes on the fly with a bound key, and announces which you've activated in your upper left hand corner.

I've also added voicecomms to the number keys, since they weren't in use. I haven't changed the weapon switching system as with scout, as the old mode seemed to fit demo just fine.

--Shazam! 08:53, 7 April 2009 (UTC)
In addition, upon changing stick modes there is now a message telling you so.

Another Update!

I've flipped the binds around a little to better fit the demoman and added a "rapid detonation"

In lieu of the detonation bind; when you hold down the key it's bound to, it will quickly detonate all the stickies it can, allowing you to detonate stickies the instant they're fully deployed. If you hold it at the same time as using the rapid deployment mode for stickies, this can do some damage.

//Reduces errors
developer 1; echo Demoman Script Loaded.; Wait 200;developer 0
exec clear.cfg
unbind 1
unbind 2
unbind 3
unbind 4
unbind 5
unbind q
//Melee 'fire'mode
alias +melee "slot3;+attack"
alias -melee "-attack"
alias none ""
bind mouse2 +melee
//Secondary firemode and bind
alias +secondary "-rs; -reload;slot2;+attack"
alias -secondary "-attack;wait 25;+reload"
alias none ""
//Rapidfire mode for secondary
alias +rapidsec "-reload;slot2;+rs"
alias -rapidsec "-rs;wait 25;+reload"
alias none ""
//Primary firemode and bind
alias +primary "slot1; +attack"
alias -primary "-attack;+reload"
alias none ""
bind mouse1 +primary
//Scroll Wheel binds
alias "sectoggle" "slot2; bind mouse1 +secondary;"
alias "Primarytoggle" "slot1; bind mouse1 +primary;"
bind mwheelup primarytoggle
bind mwheeldown sectoggle
alias "rapidtoggle" "bind mouse1 +rapidsec;
alias "normaltoggle" "bind mouse1 +secondary"
//Toggles firemodes
alias "Rapid" "-reload; rapidtoggle; bind mouse3 Normal;developer 1; echo Rapid deployment mode engaged.; Wait 200;developer 0"
alias "Normal" "-reload; normaltoggle; bind mouse3 Rapid;developer 1; echo Regular Sticky deployment engaged.; Wait 200;developer 0"
bind mouse3 Normal
Normal
//Detonate bind
bind mouse5 +rapidet
//Rapid sticky deployment portion
alias "+rs" "alias reps +rsse;+rsse"
alias "+rsse" "+attack;wait 2;-rsse"
alias "-rsse" "-attack;wait 2;reps"
alias "reps" "+rsse"
alias "-rs" "alias reps none"

//Rapid stick detonation beta
alias "+rs2" "alias reps2 +rsse2;+rsse2"
alias "+rsse2" "+attack2;wait;-rsse2"
alias "-rsse2" "-attack2;wait;reps2"
alias "reps2" "+rsse"
alias "-rs2" "alias reps2 none"
Alias "+rapidet" "-reload;+rs2"
Alias "-rapidet" "-rs2"

//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go

That wraps up all 9 classes. I'll be updating these as I change my scripts. --Shazam! 12:18, 4 April 2009 (UTC)


Shazam's! Current Medic Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg 
// resets the binds my scripts use to default in between class changes 
// Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

Bla bla bla.. yackity schmackity.. copy, paste-OKAY! Now for the REAL reason you're here! My medic script! It's just the logical next step, right? I mean, first you start with the spy script, just to you know.. reduce the key presses a little bit, then maybe you try the engineer script, and then BOOM! YOU'RE CONSTANTLY LOOKING FOR ANY SLIGHT ADVANTAGE YOU CAN FIND! Luckily for you, I've both done that, and decided "You know what? I'm just gonna MAKE my own script", and here you have it!

This script deals primarily with your weapons interface, with some medic goodies thrown in. At the core of this script is my particular style of binds; mousewheel up and down switch between two weapons; in this case the Needlegun(s) and the Saw(s). Mouse 2 is bound to switch to AND use the Medigun you've chosen, and uses the settings you've set for your medigun (heal on hold, heal on click). Personally, I prefer heal on hold. Pressing mouse 1 while your Medigun of choice is out will switch to the Needlegun or the Saw, depending on which you used last, and also use them once fully switched to.

If you're anything like me, you're quite an active medic when you play medic. My playstyle borders on combat medic at times, depending on the needs of the situation, and I'm quite aggressive with the Ubersaw. So in addition to the faster responses this weapon interface allows, I've also integrated some Medic scripts for those times when you've got to do to uber FAST, or when you see a fleeting opportunity to ubersaw somebody. I've named these, appropriately, Quickuber and Quickmelee, and they are based on, in part, the work of others modified to suit my needs, including some scripts posted on this page.

Quickuber Is bound to mouse3, and is only bound to mouse3 when you have a weapon other than the medigun out. Upon using quickuber, it will switch you to your medigun instantly and deploy an uber as soon as you can; if you can dodge while it does that, you're home free.

Quickmelee Is bound to mouse5. There are times when things get messy, and you'll primarily be sticking to your guns to stay alive. Even one chunk of charge from the Ubersaw can turn the tide of one of these battles; if you survive it, that is. So this script is designed in mind to help you survive it; upon holding down the key you have this bound to (mouse5 in my case), you will switch to your Saw. As long as you have this key held down, your Saw will be deployed, and Mouse 1 will attack as usual, giving you full control over when you melee, and how often. However, once you release this key, it will switch you right back to your previous weapon, allowing you to retreat and pelt that pyro with needles, or even gain back extra charge mid-ubercharge while minimizing your time spent away from your patient.

Enjoy.

UPDATE:

I've changed this script to better suit the class, and added a few neat new features. Pressing mouse1 while you have your Medigun selected now switches you to your syringe gun, instead of the weapon you used before the medigun. This tends to work with the medic better, as usually when you use your weapons right after healing somebody, it's going to be to retreat as opposed to melee (a quick melee is better done with the quickmelee script anyway, scroll wheel down is more for melee fights).
In addition, I've added voice commands to 1-6 keys, and I've also added a message in teamchat that announces when you are using an ubercharge. Note that it cannot detect when you are actually using one, but simply executes when you press the quickuber and uber binds (mouse3 by default)
//Reduces errors
developer 1; echo Medic Script Loaded.; Wait 200;developer 0
exec clear.cfg
unbind 1
unbind 2
unbind 3
unbind 4
unbind 5
unbind q
//Primary firemode and bind
alias +primary "slot1;+attack;bind mouse3 quickuber"
alias -primary "-attack;"
bind mouse1 +primary
//Secondary firemode and bind
alias +secondary "slot2;+attack;bind mouse3 uberwarn;bind mouse1 +primary"
alias -secondary "-attack;"
bind mouse2 +secondary
//Melee 'fire'mode
alias +melee "slot3;+attack;bind mouse3 quickuber"
alias -melee "-attack"
//Scroll wheel binds
alias "meleetoggle" "+melee; wait; -melee; bind mouse1 +melee"
alias "weapontoggle" "+primary; wait; -primary; bind mouse1 +primary"
bind mwheelup weapontoggle
bind mwheeldown meleetoggle
//Melee on hold function
alias "+QuickMelee" "slot3; wait; bind mouse1 +attack;bind mouse2 +attack"
alias "-QuickMelee" "lastinv; bind mouse1 +primary; bind mouse2 +secondary"
bind "mouse5" "+quickmelee"
//Quickuber function
Alias "quickuber" "slot2;wait 85;+attack2;wait 5; -attack2;say_team **Deploying Uber!**"
bind mouse3 quickuber
Alias "Uberwarn" "+attack2;say_team **Deploying Uber!**"
//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go

Hah, going back and reading that a little, it almost sounded like a sales pitch xD. Well, the more who have this, the more likely it gets integrated as another control setup by Valve


Shazam's! Current Sniper Script

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.

// clear.cfg // resets the binds my scripts use to default in between class changes // Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack-reload
-attack2-rs

unbind "MOUSE1"unbind "MOUSE2"unbind "MOUSE3"
unbind "MOUSE4" unbind "MOUSE5" unbind "q" 
unbind "1"unbind "2" unbind "3" 
unbind "4" unbind "5" unbind "6" 
unbind "7"unbind "8" unbind "9"
unbind "w"unbind "a"unbind "s"
unbind "d"unbind "ctrl"

bind "MOUSE1" "+attack"bind "MOUSE2" "+attack2"
bind "q" "lastinv"bind "1" "Slot1"
bind "2" "Slot2"bind "3" "slot3"
bind "4" "Slot4"bind "5" "slot5"
bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8"bind "9" "slot9"
bind "w" "+forward"bind "a" "+moveleft"
bind "s" "+back"Bind "d" "+moveright"
bind "ctrl" "+duck"

When it comes to sniper scripts, a little goes a long way these days. The sniper is a relatively simple class, but deadly as all hell when wielded by a skilled player. This is a class where reaction time can mean the difference between life and death, and thus, can mean the difference between methodically crippling the enemy's assualt, then finishing the remains with your teammates, or being pushed back to your spawn.

This script is a weapons interface redesign meant specifically for the sniper, and also has a few scripts and setting tweaks created with the sniper in mind. At the core of this script is my particular style of binds, which works most elegantly with sniper; mousewheel up and down switch between two weapons; in this case the Sniper Rifle and the (crappy) Smg. Mouse 2 is bound to switch to AND chop up spies or unsuspecting heavies with the Kukri. Pressing mouse 1 while your Kurki is out will switch to the Sniper Rifle or the Smg, depending on which you used last, and also use them once fully switched to.

When I play as sniper, I like to take an aggressive, active role. Sure, sometimes I'll sit on the 2fort battlements, or stay back and play it safe, but sometimes I just wanna get in somebody's face. One would think with a long distance class like the sniper, this would be avoided as I did a while ago, but with some testing of that idea, it turns out it didn't hold up. The smg is a terrible weapon for killing, and is best used to cover a retreat. The kukri is decent as melee weapons go, but it's still a melee weapon, and is not likely to even the odds between you and that pyro closing in on you. This leaves the sniper rifle as the best choice you've got. Headshots do massive damage, and that damage doesn't decrease with decreased range. However, sometimes, at close or long range, you have to scope out fast to get the hell outta dodge.

In time, I wrote and rewrote my script to accommodate this, I made a few features to go with it. One of these is my zoom on hold funtion posted above. In this instance, it also switches to your sniper rifle when you press it once. I've found that the zoom on hold give the charge a more "chargy" feeling, if that makes any sense, and it also allows you to unscope very quickly when your current spot is a little too hot, or if you just want to peek ahead to see what's going on.

Also, I've wrote this script to change the zoom sensitivty ratio to .80, giving me the ability to look over the battlefield quickly when unzoomed and lowering the sensitivity while zoomed to increase the ease precision aiming. You may want to experiment with this ratio and your sensitivity to find the best setting for you and your mouse.

UPDATE:

6 useful voice commands are now bound to the (unused) keys 1-6 for quick access. Score! --Shazam! 09:25, 7 April 2009 (UTC)
I've removed the sensitivity adjustment script from the main sniper script and given it it's seperate catagory above this.
In addition, the sniper script now indicates when it is loaded and each weapon has specific sensitivities I've found useful.
Feel free to change these, they follow +primary, +secondary and +melee. --Shazam! 01:05, 14 April 2009 (UTC)
//Reduces Errors
developer 1; echo Sniper Script Loaded.; Wait 200;developer 0
exec clear.cfg
Unbind "1"
Unbind "2"
Unbind "3"
Unbind "q"
//Primary firemode and bind
alias +primary "sensitivity 9.55;slot1;+attack"
alias -primary "-attack"
alias none ""
bind mouse1 +primary
//Secondary firemode
alias +secondary "sensitivity 9.55;-attack2;slot2;+attack"
alias -secondary "-attack"
alias none ""
//Melee 'fire'mode
alias +melee "sensitivity 9.55;-attack2;slot3;+attack"
alias -melee "-attack"
alias none ""
bind mouse2 +melee
//Scroll wheel binds
alias "snipertoggle" "slot1; bind mouse1 +primary;"
alias "smgtoggle" "slot2; bind mouse1 +secondary;"
bind mwheelup snipertoggle
bind mwheeldown smgtoggle
//Switch to sniper/Zoom on hold Function
Alias "+scope" "snipertoggle; +attack2; wait 5; -attack2"
alias "-scope" "+attack2; wait 5; -attack2"
bind "MOUSE5" "+scope"
//Zoom sensitivity ratio.  Adjust how you like.
zoom_sensitivity_ratio .80

//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 4 go

God if I have to type 'sensitivity' one more time... --Shazam! 11:36, 4 April 2009 (UTC):*Posted by Shazam!

Shazam's! Current spy script.

Before you use this script, I recommend you create a clear.cfg file in your script folder. Putting the line "exec clear.cfg" at the beginning of your scripts once you have done this helps prevent multiple commands binding to one key, and thus helps prevent errors. Here is my clear.cfg script, which will work great with all of my scripts.
This is a script inspired by a few of the scripts on this page that I have tweaked to my liking. Mousewheel up and down switch between Knife and Revolver, and mouse 2 is bound to switch to AND fire the sapper. If you hold it down, you can sap very fast.
Also, if you press mouse 1 while your sapper is out, it will switch to either your knife or revolver, depending on which you had last, and also use them. My mouse has 5 buttons, so Cloak is on mouse 5, but the bind can be changed for those who don't. The last disguise key is Q for quick access, and 1-3 are useful voice commands for the spy. I left the disguise kit bound to 4.

clear.cfg contains:

// clear.cfg
// for remapping binds and cleaning things up
// Put the line clear.cfg in the beginning of a script to execute as a subscript

-attack -reload
-attack2 -rs

unbind "MOUSE1" unbind "MOUSE2"
unbind "MOUSE3" unbind "MOUSE4" 
unbind "MOUSE5" unbind "q" 
unbind "1" unbind "2" 
unbind "3" unbind "4" '
unbind "5" unbind "6" 
unbind "7" unbind "8" 
unbind "9"
bind "MOUSE1" "+attack" bind "MOUSE2" "+attack2"
bind "q" "lastinv" bind "1" "Slot1"bind "2" "Slot2"
bind "3" "slot3" bind "4" "Slot4"
bind "5" "slot5" bind "6" "slot6"bind "7" "slot7"
bind "8" "slot8" bind "9" "slot9"

spy.cfg contains:

//Beginning portion.  Be sure to set up a clear.cfg
exec clear.cfg
developer 1; echo Spy Script Loaded.; Wait 125;developer 0
unbind 1
unbind 2
unbind 3
bind 4 slot4
unbind 5
unbind q
//Melee 'fire'mode
alias +melee "sensitivity 9.55;-rs;slot3;+attack"
alias -melee "-attack"
alias none ""
bind mouse1 +melee
//Secondary firemode 
alias +secondary "sensitivity 9.55;slot2;+attack"
alias -secondary "-attack"
alias none ""
bind mouse2 +secondary
//Primary Firemode
alias +primary "sensitivity 8.5;slot1; +attack"
alias -primary "-attack;"
alias none ""
//mwheelbinds
alias "meleetoggle" "slot3; bind mouse1 +melee;"
alias "weapontoggle" "slot1; bind mouse1 +primary;"
bind mwheelup meleetoggle
bind mwheeldown weapontoggle
//last disguise and stealth binds
bind "MOUSE5" "+attack2"
bind "q" "lastdisguise"

//voicemenu shortcuts
alias "help" "voicemenu 2 0"
alias "sentryahead" "voicemenu 1 2"
alias "incoming" "voicemenu 1 0"
alias "uberme" "voicemenu 1 6"
alias "thanks" "voicemenu 0 1"
alias "go" "voicemenu 0 2"
//binds
bind 1 help
bind 2 sentryahead
bind 3 incoming
bind 5 uberme
bind 6 thanks
bind 7 go


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