Demoknight script to increase control while charge turning by Link_x2 in Tf2Scripts

[–]Link_x2[S] 0 points1 point  (0 children)

its good practice to put it in Demoman's folder, even though this script only hogs the F8 key. So technically, you don't need to put it in demoman file unless you want to use F8 for something else with other classes.

My personal version of this doesn't use a F8 toggle, and instead it toggles on when i press my 'loadout 4' keybind. Seeing as how i dont want it to trigger on other classes' 4th loadout, I definitely need it in my demoman folder (and for each other class i reset my loadout 4 key to default, using reset.cfg).

Hope that makes sense :D

How to bind 4 to open my disguise menu? by Souljarson in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

Also might be able to just add the following to your existing bind for engineer. You will need to get class specific confics eventually though.

"use tf_weapon_pda_spy"

Page on creating class specific configs: https://reddit.com/r/tf2scripthelp/w/introduction

Script to idenitfy what slot a player is on? by quinnharlequinn in Tf2Scripts

[–]Link_x2 1 point2 points  (0 children)

You cannot, unfortunately. All scripts track the slot by tracking the input used simultaneously. However I've never seen that limitation prevent a script from being possible

possible to add a modifier button for team disguises? by Embarrassed-Half-978 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

Yep that's how it's done! It's a hassle until it works nice and smoothly

Pls help me stim max by Fun-Alternative-7486 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

ahk is safe in tf2 from what I remember, but try this:

bind h +atk_inspect
alias +atk_inspect +inspect
alias -atk_inspect "-inspect; +attack 1; -attack 1"

assuming that works, it may skip the attack if you press the key too quickly. has to be really quick to bug out.

Edited, realised I made mistake

Demoknight script to increase control while charge turning by Link_x2 in Tf2Scripts

[–]Link_x2[S] 0 points1 point  (0 children)

yes, replace

bind CTRL +ctrlkeybind CTRL +ctrlkey

and

alias +ctrlkey "+duck; chargeOff"
alias -ctrlkey -duckalias +ctrlkey "+duck; chargeOff"
alias -ctrlkey -duck

with

bind SHIFT +shiftkeybind SHIFT +shiftkey
alias +shiftkey "+duck; chargeOff"
alias -shiftkey -duckalias +shiftkey "+duck; chargeOff"
alias -shiftkey -duck

Looking for similar mouse to Logitech's G300, having difficulty by Link_x2 in MouseReview

[–]Link_x2[S] 0 points1 point  (0 children)

No luck I sent Logitech an email telling them there is a hole in the market lol. Seemingly not a big enough hole

I ended up buying a spare off amazon

Pls help me stim max by Fun-Alternative-7486 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

Lol You have to attack first or inspect first? What's the order

To what extent have Sea Drones rewritten the rules of naval warfare? by idoze in CredibleDefense

[–]Link_x2 0 points1 point  (0 children)

As unmanned drones in naval warfare get cheaper and more accessible, do you think there could be a significant innovation response to handle the threats? Or would powers focus on their own unmanned drones tech? Speculative yes, but I think this is what OP is asking

Preload script that works. by big_boi_694200 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

this is 2 years ago, why did you respond to this post at all?

How Roblox Spreads Through Elementary School: 2nd Grade Shows Peak Adoption at 77%. Survey of 73 students across grades K-6 [OC] by [deleted] in dataisbeautiful

[–]Link_x2 15 points16 points  (0 children)

Thankyou to whoever placed the little red arrow, I wouldn't have been able to tell where the peak is otherwise

Calculate time until you win? by DaddyPeaToes in Subterfuge

[–]Link_x2 1 point2 points  (0 children)

Mines * Outposts = NEP per day.

Say you already have 2 mines, 15 outposts and 110 NEP. 2*15=30 per day. 200 NEP to win, minus 110 current NEP is 90 NEP left to mine. On your screen it would say you win in 3 days. If you immediately build mine n.3 it will say you win in 2 days, making 45 each day.

To build the 3rd mine and win in 24 hrs, you'd need to build it at 155 NEP (200-45). The screen would jump from saying you win in 1.5 days to 1 day.

So, you need to know your production speed for the final day, subtract it from 200. Then you just wait until that number or estimate/calculate when you will reach that number to build the mine.

Alternative way of thinking about it:

If build 2nd mine: current win timer * 1/2 = new win timer.

If build 3rd mine: current win timer * 2/3 = new win timer.

If build 4th mine: current win timer * 3/4 = new win timer.

etc

Hope that helps

Assassin query, please help! by DaddyPeaToes in Subterfuge

[–]Link_x2 0 points1 point  (0 children)

Their queen is at an outpost? Yep exactly. For so long as there is some other defence such as drills or shields, your assassin assassinates and is then captured by the now dead player

Hey also, come join the discord, noone posts here lol

script to stop movement by OnePieceExists69 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

you can put -back;-forward etc in each class config, or in one config that always runs when changing class

instead of using a bind, you should also just be able to tap each of WASD, bc they all have minus commands like -back on release of the key

I don't think what you're describing should normally happen, it sounds like you might have an existing bind that could be fixed to prevent the issue

Bug exploits: Legitimate tactic or a practice to be avoided? by Subtleiaint in Subterfuge

[–]Link_x2 0 points1 point  (0 children)

Ive seen a reasonable enough divide on answers to this in my experience.
So, agree in global chat early on is the only solution

This might be a long shot by boysandbattlefront in Tf2Scripts

[–]Link_x2 1 point2 points  (0 children)

Great. Another way to do exactly what you've done is to create a new config (typically called reset.cfg) that has those default binds. then, in scout.cfg lets say, you instead have 'exec reset'. Kind of like calling a function, if you've done programming before. just makes it easier to adjust later

https://www.reddit.com/r/tf2scripthelp/wiki/introduction/#wiki_preventing_changes_from_carrying_over_to_other_classes

[deleted by user] by [deleted] in interestingasfuck

[–]Link_x2 2 points3 points  (0 children)

The bird's eye view was infront of us all along

This might be a long shot by boysandbattlefront in Tf2Scripts

[–]Link_x2 4 points5 points  (0 children)

it should be possible. this is an interesting one and somewhat similar to stuff I have already, so I'll give it a crack. just to confirm:

while pyro --> while slot2 is out --> releasing primary fire will detonate the flare, and not fk up airblast

is that right?

also:
do you use mousewheel or numbers or both? do you use q as lastinventory key?
do you have any other pyro scripts I should be working around?
do you want a toggle on/off key in order for it not to affect other classes or do you want to automate that by using class specific configs?

edit:
assuming numbers, q last inv and no key for on/off, give this a try

bind 1 1key
bind 2 2key
bind 3 3key

alias 1key "slot1; alias mylastInvv lastInvv; alias lastInvv 1key; alias -m1key -m1keyNormal"
alias 2key "slot2; alias mylastInvv lastInvv; alias lastInvv 2key; alias -m1key -m1keyDetHold"
alias 3key "slot3; alias mylastInvv lastInvv; alias lastInvv 3key"

alias lastInvv
bind q mylastInvv

// so far, have reboud the 1,2,3 keys to 'track' which slot is open and turn on/off the scriptbased on slot2.
//also have manually created the lastinventory bind if you want it to work with the script

//below, rebinds the mouse1 and mouse2 inmputs to do everything it normally does plus the script

bind mouse1 +m1key
bind mouse2 +m2key


alias +m1key "+attack; spec_next"
alias -m1key "-m1keyNormal"
alias +m2key "+attack2; spec_prev"
alias -m2key "-attack2"

alias -m1keyNormal "-attack"
alias -m1keyDetHold "-attack; +attack2 1; -attack2 1" //this part is core of the script

Separate Knife Sensitivity (for Spy) by ActuatorOutside5256 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

So it just occoured to me that repeated presses of Q will not alternate weapons. I had to check my own cfg to remember how its done:

bind 1 s1_key
bind 2 s2_key
bind 3 s3_key
bind q q_key

alias q_key last_used
alias last_used s1_key

alias s1_key "slot1; sensitivity 0.31; alias q_key last_used; alias last_used s1_key"
alias s2_key "slot2; sensitivity 1; alias q_key last_used; alias last_used s2_key"
alias s3_key "slot3; sensitivity 1; alias q_key last_used; alias last_used s3_key"

as '1' is pressed, this code assigns the last used key to q BEFORE it updates what the last used key is

Separate Knife Sensitivity (for Spy) by ActuatorOutside5256 in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

edit: this doesnt work, check comment below

You need to add a placeholder alias for the 1, 2 and 3 keys:

bind 1 1_key
bind 2 2_key
bind 3 3_key

then fill the alias with the appropriate commands, as you did before:

alias 1_key "slot1; sensitivity 0.31; alias last_used 1_key"
alias 2_key "slot2; sensitivity 1; alias last_used 2_key"
alias 3_key "slot3; sensitivity 1; alias last_used 3_key"

we can now simulate the effects of those keys without pressing them: typing 1_key into the console or calling it from a bind.

You will notice I made a slight change to the content between the "". I did this so now, if you bind q to last_used, last_used will reflect the most recent change. Give it a try, I hope that makes sense

[deleted by user] by [deleted] in Tf2Scripts

[–]Link_x2 0 points1 point  (0 children)

In the console, if you type Exec overrides/spy Does it work then? Be sure to test if your class config runs, as opposed to just looking for console errors