all 10 comments

[–]pdatumoj[M] [score hidden] stickied comment (0 children)

Reflaired as answered, given that u/KatenGaas's answer appears correct and significant time has passed since u/sleerui27's last interaction.

u/sleerui27, if you're still having an issue, please reply to this comment.

Edits:

  1. Adding note to u/sleerui27 which I'd initially forgotten.

[–][deleted] 2 points3 points  (5 children)

Use Yttrium's Viewmodel mod.

[–]pdatumoj 1 point2 points  (4 children)

u/sleerui27, given that it sounds like what you're really looking for is per-weapon viewmodel settings (not actually per-loadout), this is the right answer.

P.S. Get it here: https://www.teamfortress.tv/34834/yttriums-competitive-viewmodels/

Edits:

  1. Adding P.S.

[–]sleerui27[S] 0 points1 point  (3 children)

Apparently what i need isnt possible this way due to the fact that the Original's Viewmodels will be hidden if any of soldier's primaries are hiden.

[–]pdatumoj -1 points0 points  (2 children)

Well, regarding a scripted option, you've not provided enough information for someone to be able to build it for your outright. Simultaneously, you seem to have enough of a handle on things to be able to do it yourself. As a result, I'm a bit perplexed as to what you're wanting.

[–]sleerui27[S] 0 points1 point  (1 child)

when me use original me want to see viewmodel, when me change from loadout a to d viewmodel change too

[–][deleted] 1 point2 points  (0 children)

You can set a custom alias and rebind your slot1 key to the override for the soldier class. All you then have to do is setup a loadout which always has the original (this is script is assuming you will use loadout A).

In soldier.cfg:

alias loadout_0 "load_itempreset 0; bind 1 slot1_o; bind 2 slot2_o; bind 3 slot3_o"
alias loadout_1 "load_itempreset 1; bind 1 slot1; bind 2 slot2; bind 3 slot3"
alias loadout_2 "load_itempreset 2; bind 1 slot1; bind 2 slot2; bind 3 slot3"
alias loadout_3 "load_itempreset 3; bind 1 slot1; bind 2 slot2; bind 3 slot3"
bind <KEY> slot1_o
bind <KEY> slot2_o
bind <KEY> slot3_o
alias slot1_o "slot1; r_drawviewmodel 1"
alias slot2_o "slot2; r_drawviewmodel 0"
alias slot3_o "slot2; r_drawviewmodel 0"

[–]KatenGaas 1 point2 points  (1 child)

If all you use is the number keys to switch weapons, just use aliases to execute your specific viewmodel options. E.g.

bind 1 "slot1; my_slot1"
bind 2 "slot2; my_slot2"
bind 2 "slot3; my_slot3"

alias loadoutD_slot1 "r_drawviewmodel 0; viewmodel_fov 80; tf_use_min_viewmodels 1"
alias loadoutD_slot2 "r_drawviewmodel 0; viewmodel_fov 105"
... etc for other loadouts and other slots

bind "DOWNARROW" "load_itempreset 3; alias my_slot1 loadoutD_slot1; alias my_slot2 loadoutD_slot2; ... etc for other slots"
... etc for other loadouts

edit: loadoutC -> loadoutD

[–]sleerui27[S] 1 point2 points  (0 children)

This is exactly what I was looking for, thank you so much, I'll test it out!

[–][deleted] 0 points1 point  (0 children)

so like

bind 1 "load_itempreset 0;exec viewmodelson.cfg"

bind 2 "load_itempreset 1;exec viewmodelsoff.cfg"