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//The gist of this script is: we have three states. Bullet selected, explosive selected, and fire selected. | |
//When bullet is selected, we make the 'go to bullet' button do nothing, whereas the other two advance one, and update their current state. | |
//This way, you can continually hit a key, which will advance state, until you hit your current desired state, and it will stop advancing. | |
//We always start on spawn with bullet, so we set bullet blank, as to not change resist type | |
alias +go_to_bullet; | |
alias -go_to_bullet "-reload"; | |
//Since we start on bullet, going to explosive is one use | |
alias +go_to_explosive "bullet_to_explosive"; | |
alias -go_to_explosive "-reload"; | |
//Since we start on bullet, going to fire will first require bullet_to_explosive | |
alias +go_to_fire "bullet_to_explosive"; | |
alias -go_to_fire "-reload"; | |
alias bullet_to_explosive "+reload; alias +go_to_bullet explosive_to_fire; alias +go_to_explosive; alias +go_to_fire explosive_to_fire;" | |
alias explosive_to_fire "+reload; alias +go_to_bullet fire_to_bullet; alias +go_to_explosive fire_to_bullet; alias +go_to_fire;" | |
alias fire_to_bullet "+reload; alias +go_to_bullet; alias +go_to_explosive bullet_to_explosive; alias +go_to_fire bullet_to_explosive" | |
//Edit these Q, E, and F keys as your desired key for go_to_type | |
bind Q +go_to_bullet; | |
bind E +go_to_explosive; | |
bind F +go_to_fire; | |
//Unfortunately, as TF2 is incapable of logic in scripting, we need a 'reset' key for each death, or we need to manually swap to bullet at the start | |
//of each life in order to line yourself up with the script. I use a reset key, but you may use whatever you like. | |
//Note, if you name this anything other than vaccinator.cfg, you will need to change the config in this line as well. | |
//Remove the two slashes at the start of the next line to use a reset key. | |
//bind Z "exec vaccinator.cfg"; |
So only Keys can be used and not mouse wheel? Like "Bind mousescroll_up" Will not work?
Unfortunately, yeah. The engine just doesn't properly trigger separate + / - events when using scroll wheel, so this script wouldn't be apply to be bound to it.
Is this giving anyone trouble lately? Valve server and training with bots I get the same results where it jumbles after the 2nd or 3rd keypress. Z gets it back where you'd expect, but it'll jumble and do flame when selecting explosives a couple presses later. No scroll wheels or anything, just the default keys and clean tf2 bindings before applying this. Trying to get away from the old wait-based one.
Is this giving anyone trouble lately? Valve server and training with bots I get the same results where it jumbles after the 2nd or 3rd keypress. Z gets it back where you'd expect, but it'll jumble and do flame when selecting explosives a couple presses later. No scroll wheels or anything, just the default keys and clean tf2 bindings before applying this. Trying to get away from the old wait-based one.
Yea I'm having the same issue, I thought my macro was pressing it too fast but mabey not if you have the same issue
@peacefulpyro @fZirus Script will brake if you press the shield type switch key while vaccinator isn't deployed or you press reload key, its probably that.
@szero we know. it's like something you figure out within a minute of using any vac script. this is different.
@szero we know. it's like something you figure out within a minute of using any vac script. this is different.
The writer of the script shows the usage in this video
Turns out that when you want to swap to a resistance that would normally be "backwards" on the resistance rotation you will need to press it twice.
So only Keys can be used and not mouse wheel? Like "Bind mousescroll_up" Will not work?