Difference between revisions of "User talk:WindPower/Wind's config"

From Team Fortress Wiki
Jump to: navigation, search
(Action Slot ?)
(Confusion of the sound files and stuff)
 
(9 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
==Confusion of the sound files and stuff==
 +
Hey ive tried your whatever that config, mainly otherwise works fine but there are two thing id like to inform you on, 1. how the hell am i ment to "install" the custom soundfiles for the spys disguising and yeah, 2. could you update your script that it works 100% properly, it has been 2 years since anything has happend (to your script, not the game) [[User:TheLEGObrick|TheLEGObrick]] ([[User talk:TheLEGObrick|talk]]) 10:48, 30 August 2016 (PDT)
 +
:I fixed the sound issue (#1) in [https://github.com/EtiennePerot/tf2-config/commit/63eb2d60638e0d9bdff3fd22e043c540fec4a723 this commit]. Try the latest version now, it should work.
 +
:I'm not sure what exactly you mean by (#2) "update your script to work 100% properly". I am not aware of any issue other than the sound one which I just fixed. The config works for me as of last time I used it, which was this weekend. It's also not true that I haven't touched the script in 2 years; you can [https://github.com/EtiennePerot/tf2-config/commits/master look at the change history here]. If you know of some specific issue with the script, please let me know either here or [https://github.com/EtiennePerot/tf2-config/issues as an issue on GitHub].
 +
:Hope this helps~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:24, 30 August 2016 (PDT)
 +
::For the "update your script" i mean that, well, it hasnt been changed at about all within 2 years, while the game has changed a plenty so... if there are any issues they could probably be fixed whatever [[User:TheLEGObrick|TheLEGObrick]] ([[User talk:TheLEGObrick|talk]]) 23:40, 1 September 2016 (PDT)
 +
:::As I said, it actually has been updated more often that this, [https://github.com/EtiennePerot/tf2-config/commits/master as you can see on GitHub]. I think the reason you're saying it hasn't been updated within 2 years is because you're looking at the config's wiki page history, which is not where he code for the config lives. The config's wiki page doesn't change when I edit the config's code.
 +
:::Anyway, if you do find a specific issue please let me know. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:57, 1 September 2016 (PDT)
 +
 
== Trouble with other Configs and such ==
 
== Trouble with other Configs and such ==
 
Hey Wind, i just started using [http://www.youtube.com/watch?v=TP6BqMirUFM Aron's Crosshair Switcher] and i can't seem to get the two of these working together, What should i do? - [[User:Yackemflam|Yack]] [[File:RED_Le_Party_Phantom.png|24px|link=User_talk:Yackemflam]] 09:30, 9 April 2011 (UTC)
 
Hey Wind, i just started using [http://www.youtube.com/watch?v=TP6BqMirUFM Aron's Crosshair Switcher] and i can't seem to get the two of these working together, What should i do? - [[User:Yackemflam|Yack]] [[File:RED_Le_Party_Phantom.png|24px|link=User_talk:Yackemflam]] 09:30, 9 April 2011 (UTC)
Line 131: Line 140:
 
[[User:Syrius|Syrius]] 15:58, 17 August 2012 (PDT)
 
[[User:Syrius|Syrius]] 15:58, 17 August 2012 (PDT)
 
:I've never actuallyt tried the insert button because I've never used an action slot item, but binds.cfg does say <code>bind "ins" "use_action_slot_item"</code>, so I'm not sure where the error could be. If it needs to have a <code>+</code> in front of it (like <code>bind "ins" "+use_action_slot_item"</code>) then try that out and let me know if it works so that it can be fixed — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:07, 17 August 2012 (PDT)
 
:I've never actuallyt tried the insert button because I've never used an action slot item, but binds.cfg does say <code>bind "ins" "use_action_slot_item"</code>, so I'm not sure where the error could be. If it needs to have a <code>+</code> in front of it (like <code>bind "ins" "+use_action_slot_item"</code>) then try that out and let me know if it works so that it can be fixed — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:07, 17 August 2012 (PDT)
 +
 +
I think it's fixed , however you said that you saw the action slot bind in the binds.cfg , I downloaded you'r zip file minutes before posting my previous comment and it wasn't there , perhaps you didn't include it in the latest release ?
 +
[[User:Syrius|Syrius]] 16:23, 17 August 2012 (PDT)
 +
:The released version does include a "+"... Now I'm confused: the version on my hard drive has no +, but the version available for download does have a +. Which one is the correct one? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:28, 17 August 2012 (PDT)
 +
 +
Odd , in the version I downloaded(the one linked on this wiki page) there was no action slot bind at all , I had to add the line myself.
 +
[[User:Syrius|Syrius]] 14:29, 18 August 2012 (PDT)
 +
 +
== Optimizations ==
 +
Hi Wind, I've been using your config for a while and I was wondering if there could be a preference for scout in which after launching the sandman ball then scout would switch to his secondary weapon (guillotine). Medic also needs a fix for his new gun, the Vacinator. Perhaps there could be a bind with "R" to allow Medic to run through the resistances. Thanks [[User:Springong|Springong]] 19:10, 26 January 2013 (PST)

Latest revision as of 06:57, 2 September 2016

Confusion of the sound files and stuff

Hey ive tried your whatever that config, mainly otherwise works fine but there are two thing id like to inform you on, 1. how the hell am i ment to "install" the custom soundfiles for the spys disguising and yeah, 2. could you update your script that it works 100% properly, it has been 2 years since anything has happend (to your script, not the game) TheLEGObrick (talk) 10:48, 30 August 2016 (PDT)

I fixed the sound issue (#1) in this commit. Try the latest version now, it should work.
I'm not sure what exactly you mean by (#2) "update your script to work 100% properly". I am not aware of any issue other than the sound one which I just fixed. The config works for me as of last time I used it, which was this weekend. It's also not true that I haven't touched the script in 2 years; you can look at the change history here. If you know of some specific issue with the script, please let me know either here or as an issue on GitHub.
Hope this helps~ — Wind 20:24, 30 August 2016 (PDT)
For the "update your script" i mean that, well, it hasnt been changed at about all within 2 years, while the game has changed a plenty so... if there are any issues they could probably be fixed whatever TheLEGObrick (talk) 23:40, 1 September 2016 (PDT)
As I said, it actually has been updated more often that this, as you can see on GitHub. I think the reason you're saying it hasn't been updated within 2 years is because you're looking at the config's wiki page history, which is not where he code for the config lives. The config's wiki page doesn't change when I edit the config's code.
Anyway, if you do find a specific issue please let me know. — Wind 23:57, 1 September 2016 (PDT)

Trouble with other Configs and such

Hey Wind, i just started using Aron's Crosshair Switcher and i can't seem to get the two of these working together, What should i do? - Yack RED Le Party Phantom.png 09:30, 9 April 2011 (UTC)

Feature requests

Poot feature requests heer! — WindPower 21:22, 6 July 2010 (UTC)

OK scout dodge on mouse3 jump and strafe left, jump and strafe right stop on release ?--Markd 15:21, 8 July 2010 (UTC)
But scout's mouse3 is already taken by the forcejump D: However, I have an idea that might be better... How about holding Shift while W/A/S/D'ing makes you run and jump at the same time in those directions? So you'd jump automatically as you move around.
i was wanting to avoid the switching from a to d with a fully scripted Z shaped jump pattern on approach (common tactic but i keep fogetting and go WM1 lol)) unsure, nice scripts btw --Markd 13:56, 9 July 2010 (UTC)
How about Shift+Space causes Scout to perform a zigzag jump using the Wait command and whatever fancy stuff makes the Panic Mode switch directions? Just a suggestion. DarkPyro 08:54, 23 November 2011 (PST)
This would probably break on servers that don't allow the wait command. This config doesn't use any command using "wait", with the exception of the spy backstab because it is still useful on servers without the wait command enabled — Wind 17:24, 23 November 2011 (PST)

Engineer Update stuff.

How? How did you do it? :O And what does it do? EXPLAIN! I believe crazy mofo applies again. -- Smashman... (ts) 16:13, 8 July 2010 (UTC)

How did I do what now? o.O I just added a note in case the engi update breaks this script, if they change the weapon slots around and all. — WindPower 16:38, 8 July 2010 (UTC)
I Can't seem to build teleporter exits using the config key (4), it just builds another sentry, destroying the one from key 1. And shift+4 doesn't bring up the Build PDA, it brings up a quite buggy Wrangler (equipped) until I release one of the buttons. Help please! Oh, and please reply to my userpage as well, it emails me. Dark Pyro 08:29, 12 June 2011 (UTC)
It works for me D: What options have you selected for the engineer, and have you modified anything else? Does it work with a clean install of the config, no preferences set? — Wind 18:31, 12 June 2011 (UTC)
Yeah, sorry, my watchlist was kinda big, I've just cleaned. It does work, but only on some servers. I don't have a way to edit .cfg files, so nothing was modified. I think premium servers (some, at least, the 2 that I've been on) do something to the config files. Anyway, a clean install and avoiding Premium servers seem to works. Dark Pyro 16:12, 13 June 2011 (UTC)
You can just edit them with any text editor :3 — Wind 00:35, 14 June 2011 (UTC)

Medic

A player in our clan has added the following to thier medic script Code:alias "autocall_initial" "hud_medicautocallersthreshold "90"" alias "autocall_temp" "hud_medicautocallersthreshold "150"" alias "+autocall_temp_hit" "autocall_temp" alias "-autocall_temp_hit" "autocall_initial"

alias "forwardspawn_random" "join_class "random"; alias "forwardspawn_toggle" "forwardspawn_medic"" alias "forwardspawn_medic" "join_class "medic"; alias "forwardspawn_toggle" "forwardspawn_random";say_team "**RELOCATED**"" alias "forwardspawn_toggle" "forwardspawn_random"

bind "f1" "forwardspawn_toggle" bind "f2" "+autocall_temp_hit"

echo "*** Daytism Medic Script a1.0 Loaded :-D***" Features: - "Move Spawn Button", default button is F1 (requires a double tap). Moves spawn by selecting a random class (first press of F1) and then rejoins the Medic class (second press of F1). - "Shows Nearby Teammates", default button is F2. I got this idea from another script I saw on the internet, it is quite the interesting feature imo. Although two things: It only displays teammates NEARBY (range is roughly half the 2fort bridge) and if you press the button you need to press it again to turn it "off" even if it appears off. xD http://www.tf2nubs.co.uk/index.php?topic=3337.new#new

they look like good medic additions ??--Markd 09:16, 19 July 2010 (UTC)

Uber Update

Some of the weapons will not work due to issues with kkeybinds, such as the Detonator (M2 as pyro automatically changes to Flamethrower and then performs an Airblast). Could you find these problems, fix them and release the new versions? Thanks! Dark Pyro 22:06, 23 June 2011 (PDT)

Could you list them? I'm sure I'd miss some if I just went by head~ — Wind 11:54, 25 June 2011 (PDT)
I can't remember them all either... I remember Pyro at the very least. (Detonator needs M2, secondary slot). Um... Check the new weapon lists for more. Also- new feature ideas: Pressing M2 as Medic automatically swaps to Medigun and activates uber with one click. Scout has a real triple jump now... Possible script for best timing, giving the highest jump? EDIT:I doubt that there is more than the Detonator... Dark Pyro 07:46, 28 June 2011 (PDT)
Pictogram tick.png DoneWind 13:55, 1 July 2011 (PDT)

Viewmodel Preferences?

Could you add a preference where you can choose to have View-models on/off on particular weapons? Like, I want to have View-models off when I'm using my Revolver as spy, but back on when I swap to my knife. Or could you tell me what I should add to achieve this? – Yack (talk) 08:02, 8 July 2011 (PDT)

That would require all classes to use the weaponsys_ stuff. Then, add r_drawviewmodel 0/1 to the hook aliases it provides. Not easy and you're exposing yourself to weaponsys's inherent and unavoidable bugs, but that's the only possible way — Wind 20:47, 8 July 2011 (PDT)

Preferences

Looking at the preferences and settings, I noticed a lack of options for Soldier, namely the choice to switch Secondary Fire and Rocket Jump between Mouse2 and Mouse3, as I personally prefer to have the Rocket Jump command on Mouse2 as I use this more than Secondary Fire and I find it more comfortable. If anyone else has any preferences they want changed, you can add them here to save a new topic. Thanks! Dark Pyro 07:06, 2 October 2011 (PDT)

Pictogram tick.png Implemented :3 — Wind 22:23, 2 October 2011 (PDT)

Useable Items shortcut key

Simply put, there isn't one. So, some items such as the Schadenfruede and Noise Makers don't work, as well as the High-5 taunt and more. It would help if there was one there. Possibly on the Insert key? It was there before, you added it earlier, but it's gone now. If/when you do this, could you make sure that the Config page is up to date too? Some of the info on there is old (eg, Soldier's M2, Pyro's M2, etc)

Also, why are so many of these posts from me?

Thanks yet again, DarkPyro 15:27, 15 October 2011 (PDT)

Valve changed the command name. Pictogram tick.png FixedWind 19:37, 15 October 2011 (PDT)

Disguise Kit

Under the current config settings, there is no way to make the Disguise Kit the active weapon. Could you add a short piece of code to Spy's CFG to make Alt-4 equip the Kit, as Alt-1, Alt-2 and Alt-3 equip the Revolver, Sapper and Knife respectively? This minor oversight prevents the "For Your Eyes Only" achievement (And "Need A Light?" for Pyro).

Me again!

DarkPyro 08:46, 23 November 2011 (PST)

This is possible, but the Spy's button system is very intricate due to having preferences for weapon lock and preferences for disguise kit on number buttons. As a result, adding yet another thing on top of those buttons would be very complex, and it probably wouldn't always work either. So instead, I added it to Alt+B, since "B" does disguise-related things. However, my copy of TF2 says I need to download 4 GB in order to play, which I simply can't afford on my Internet plan, so I can't test it. Can you test it for me? Here are the modified files. — Wind 18:05, 23 November 2011 (PST)
Looks good, works fine... and nice, easy keys. Thanks once more... DarkPyro 12:04, 5 December 2011 (PST)
Pictogram tick.png PootedWind 13:58, 8 December 2011 (PST)
No, wait, the Pref-Weaponlock is missing the "_12" from the end, in the Spy CFG... it doesn't work until you edit the files. Just noticed in the latest public version. Sorry about that. DarkPyro 07:20, 17 December 2011 (PST)
What do you mean, which file and line exactly? — Wind 11:26, 17 December 2011 (PST)

About Your script pack

Hi wind, just passing by reporting a bug.

When I set "quickbuild_shift" preference, keyboard numbers don't select my weapons. However, Shift + numbers select the quickbuilding, as it should do.

I checked all alias regarding shift modes, binds and the quickbuild script, nothing seems to be wrong. But who knows, I'm not an expert.

Turns out I made a temporary fix myself, changing in "quickbuild_shift.cfg" the lines "engineer_w1" and subsequent to "slot1" and you-know-the-rest. Not a problem so far.

Thanks for your effort on this script and all your work at the wiki.

Also a suggestion: Put Demoman rapid fire on preferences next release, please! I put for myself already but lazy people would be glad.

IceCreamGuy 21:19, 13 January 2012 (PST)

I will get to this when I next run TF2. For rapid-fire demoman though, are you referring to the scripts that spam stickies using wait commands? I heard it crashes the game on servers that don't allow wait, so unless there's a way to not make it do that, it will not be included >: This config is all wait-free except Spy's mouse3, but that's because spy's mouse3 is still reasonably useful and not crashy when used on servers that don't allow wait. — Wind 18:20, 17 January 2012 (PST)
Well, if by "stickie spam" you mean laucnhing stickies one after another and exploding them as soon as they are allowed to, then yes. And yes there are wait commands. There is only one server giving me crashes for the moment so I cut out the script when I join it. Maybe there's one rapid-fire script out there with no wait commands. I didn't find it myself. Well its up to you to add it. I find it very useful and my mouse buttons thank me for using it lol. Thanks for your response!

IceCreamGuy 22:29, 18 January 2012 (PST)

Spy Disguising

How on Earth did you set up your Spy disguises the way you did? I'm making a config of my own and really want to import your disguise system, but can't find the original binds anywhere. Could you help me out with that, please? Thanks a ton, and excellent config - I used it for ages before I decided to custom-make my own.

Sneaky Piglet 12:49, 24 June 2012 (PDT)

It's a series of binds and hooks, you'll have a hard time isolating it to just Spy stuff. binds and base aliases are in binds.cfg and aliases.cfg. clear.cfg also defines a bunch of hooks, on these aliases, so that a bind can do both class-specific actions and non-class-specific actions at the same time. Then wind_spy.cfg is where the spy stuff is. However, all elements that are modified by preferences (in preferences.cfg) are in cfg/spy/stuff.cfg. It looks like a mess when I say it like that but it's actually quite well-organized and allows very clear separation of what each class does, while allowing to have all-classes actions as well. On the flip side, this means that it's pretty hard to extract one piece out of it. Good luck~ — Wind 13:00, 24 June 2012 (PDT)

Then how about this - you said the config is made up of many premade scripts, remade for the alias and binds CFGs. Did you make this one from scratch, or did you find it somewhere? If so, any idea where that was?

I've got something written up that I think should work, but I had to make it so you press Shift on the first buttonpress rather than the second... I'll get to check all my scripts tomorrow. Thanks again!

Sneaky Piglet 13:10, 24 June 2012 (PDT)

No, the config is not made of premade scripts. Not sure where you got that from. I did copy some feature ideas from other scripts though — Wind 14:49, 24 June 2012 (PDT)

Action Slot ?

Just wondering how would one go about adding an action slot to your keybinds ?

Syrius 14:37, 17 August 2012 (PDT)

I asked that some days ago in the chat, so here is the answer: bind "f" "+use_action_slot_item" ;; "f" can be replaced with any key. δ³Σx² 14:40, 17 August 2012 (PDT)
Not really helpful in regards to this config, δ³Σx². Syrius, go to binds.cfg and add a bind for it there. – Smashman (talk) 14:42, 17 August 2012 (PDT)
There is already a bind for this: you can use an action slot item by pressing the Insert key — Wind 14:47, 17 August 2012 (PDT)


Thank you , I was searching through the files but couldn't see it. How would one go about disabling the class change on the F4 key , I tried commenting out various things in the CFG's but I just ended up messing up the whole thing. Syrius 15:20, 17 August 2012 (PDT)

Remove the line bind "f4" "a_f4" in binds.cfg. I'll add a bind to set mvm ready when Valve adds a mechanism to do so; right now TF2's MVM code uses a hardcoded F4 key, so it's kind of hard to deal with — Wind 15:25, 17 August 2012 (PDT)

Again , thanks for lightning fast response! About that INSERT to use activate items it doesnt work for me for some reason? Good to know that you will keep this updated for MVM. Syrius 15:58, 17 August 2012 (PDT)

I've never actuallyt tried the insert button because I've never used an action slot item, but binds.cfg does say bind "ins" "use_action_slot_item", so I'm not sure where the error could be. If it needs to have a + in front of it (like bind "ins" "+use_action_slot_item") then try that out and let me know if it works so that it can be fixed — Wind 16:07, 17 August 2012 (PDT)

I think it's fixed , however you said that you saw the action slot bind in the binds.cfg , I downloaded you'r zip file minutes before posting my previous comment and it wasn't there , perhaps you didn't include it in the latest release ? Syrius 16:23, 17 August 2012 (PDT)

The released version does include a "+"... Now I'm confused: the version on my hard drive has no +, but the version available for download does have a +. Which one is the correct one? — Wind 16:28, 17 August 2012 (PDT)

Odd , in the version I downloaded(the one linked on this wiki page) there was no action slot bind at all , I had to add the line myself. Syrius 14:29, 18 August 2012 (PDT)

Optimizations

Hi Wind, I've been using your config for a while and I was wondering if there could be a preference for scout in which after launching the sandman ball then scout would switch to his secondary weapon (guillotine). Medic also needs a fix for his new gun, the Vacinator. Perhaps there could be a bind with "R" to allow Medic to run through the resistances. Thanks Springong 19:10, 26 January 2013 (PST)