Sunday, October 10, 2010

How to script


Hi there. I'm gonna show you how to make scripts and binds.

All things mentioned here should be saved in your user config.
How you can make your own config? Where it should be placed?

Your TF2 cfg folder where you put all your configs should be located in:
C:\Program Files\Steam\steamapps\%accountame%\team fortress 2\tf\cfg
C:\Program Files\Valve\Steam\steamapps\%accountame%\team fortress 2\tf\cfg
Where %accountname% is your Steam login.

To save your config as a cfg file when you are saving file pick from file type dropdown All files (*.*), but when you are using this method you need to type file name and extension. For exapmle myconfig.cfg

Now open autoexec.cfg
and add a line 
exec configname
where configname is name of config that you have chosen recently.

In your CFG folder you can find configs with class names in titles, they are executed every time you select that class.

Numpad key names
"KP_MINUS"        Minus
"KP_PLUS"         Plus 
"KP_Enter"        Enter
"KP_DEL"          ,
"KP_INS"          0
"KP_END"          1
"KP_DOWNARROW"    2
"KP_PGDN"         3
"KP_LEFTARROW"    4
"KP_5"            5
"KP_RIGHTARROW"   6
"KP_HOME"         7
"KP_UPARROW"      8
"KP_PGUP"         9
"KP_SLASH"        /
"KP_MULTIPLY"     *

Binding is basically assigning commands to keys
bind "key" "command"

If you want to assign multiple commands divide them by ;
bind "key" "command; command; command"

Example №1: You want to bind reload to a specified key:
bind "key" "+reload"

Example №2: You want to bind taunt and explode commands to same key
bind "key" "taunt; wait 30; explode"

Incrementvar
That command allows you cycle between specified values on chosen range.
bind "key" "incrementvar command 1 12 3
(where 1 and 12 is range and 3 is jump between values)

Example №1: You want to change sensitivity from one to twenty with 2 points jump.
bind "key" "incrementvar sensitivity 1 20 2"
Example №2: You want to switch between 3 basic net_graph positions with one click.

bind "key" "incrementvar net_graphpos 1 3 1"


Aliasing
Alias command allows you to shorten very long commands into one short alias.
alias nameofyourscript "firstalias"
alias firstalias "command; command; alias nameofyourscript secondalias" 
alias secondalias "command; command; alias nameofyourscript thirdalias"
alias thirdalias "command; alias nameofyourscript firstalias" //last alias should point to first one

Note: you can use as many aliases as you want, same with commands. 

Example №1: Lets say that we want a name changing script.
alias namescr "firstname" 
alias firstname "setinfo name "First_name"; alias namescr secondname" 
alias secondname "setinfo name "Second_name"; alias namescr thirdname"
alias thirdname "setinfo name "Third-name"; alias namescr firstname"

bind "key" namescr

Note: That script does not allow spaces in names, if you want space in your nick look below.

Example №2: Duck script. Second example will be a duck script that will allow you to duck without holding a key.
alias duck "duckON"
alias duckON "+duck; alias duck duckOFF"
alias duckOFF "-duck; alias duck duckON"
bind "key" "duck"

Wednesday, September 29, 2010

TF2 in Slooowww Mooootttiiioooonnn

http://www.youtube.com/watch?v=C8vVLyn3YEQ

Important update

Now displaying ads, if you see something you like then why not click it?

Crafting: how does it work?

Crafting is an in-game system allowing players to create specific items, such as a weapon, hat or materials for further crafting, using unwanted or duplicate items gained normally via the Item drop system. To create these items, the player must follow explicit blueprints, some of which are initially available and others of which must be discovered by the player by experimentation. After following a valid, undiscovered blueprint recipe, the player will both gain the item specified by the blueprint, and the blueprint will be added to the player's list of known blueprints. If the player attempts to craft an item without a corresponding blueprint, they will be notified that no such recipe exists, and no items will be lost. 

Metal
Blueprint             Requires              Produces
Smelt Primary Weapons †            2 Identical primary weapons
Eg. Force-A-Nature + Force-A-Nature    1 Scrap Metal
Smelt Secondary Weapons †      2 Identical secondary weapons
Eg. Flare gun + Flare gun               1 Scrap Metal
Smelt Melee Weapons †              2 Identical melee weapons
Eg. Übersaw + Übersaw                1 Scrap Metal
Smelt Class Weapons     Any 2 weapons wielded by the same class
Eg. Ambassador + Dead Ringer (Spy Weapons) 1 Scrap Metal
Smelt Tokens     3 Tokens
Eg. Heavy Token + Demoman Token + Melee Token       1 Reclaimed Metal
Combine Scrap Metal     3 Scrap Metal     1 Reclaimed Metal
Combine Reclaimed Metal           3 Reclaimed Metal           1 Refined Metal
Smelt Refined metal       1 Refined Metal                3 Reclaimed metal
Smelt Reclaimed metal 1 Reclaimed Metal           3 Scrap metal

    † The Smelt Class Weapons blueprint was originally one Primary, Secondary, and Melee weapon of each class, but was then altered to allow any 3 (now 2) weapons from the same class, to accommodate the Engineer, Demoman, Spy, and at the time this change was made, the Sniper. This has made the blueprints marked with a dagger superfluous.

Tokens
Blueprint             Requires              Produces
Fabricate Class Token     3 weapons from one class
Eg. Natascha + Sandvich + Sandvich (Heavy weapons)    1 Class Token
Eg. 1 Heavy Token
Fabricate Slot Token       3 weapons from one slot
Eg. Blutsauger + Huntsman + Direct hit   1 Slot Token
Eg. 1 Primary Token
Rebuild Class Token        Any one Class Token and another class's weapon
Eg. Sniper Token + Buff Banner                 1 Class Token
Eg. 1 Soldier Token
Rebuild Slot Token          Any one Slot Token and another slot weapon
Eg. Secondary Token + Axtinguisher        1 Slot Token
Eg. 1 Melee Token

    Note: If one provides 3 identical weapons, one is given the option of creating a Class Token or a Slot Token, but not both.
    Additionally, if one provides a Pain train with a Class Token, or 3 Pain trains and chooses to create a Class Token, this will always result in a Soldier Token, never a Demoman Token.

Headgear
Blueprint             Requires              Produces
Fabricate Headgear         3 Refined Metal                1 Random Headgear
Fabricate Class Headgear              4 Refined Metal + 1 Class Token                1 Class Headgear
Rebuild Headgear            2 Headgear         1 Random Headgear
Fabricate Bonk helm†    1 Batter's helmet + 2 Bonk! Atomic Punch            1 Bonk helm

    Note: As of March 19th, 2010, both hats and miscellaneous items are considered headgear.
    † The Batter's helmet's level is not retained when crafted into a Bonk helm. The level will be randomized.

Weapons
Blueprint             Requires              Produces
Fabricate Class Weapons              1 Class Token + 1 Slot Token + 1 Scrap Metal
Eg. Medic Token + Secondary Token + Scrap Metal          1 Class Specific Weapon
Eg. Kritzkrieg
Fabricate Crit-a-Cola       1 Kritzkrieg + 1 Bonk! Atomic Punch         1 Crit-a-Cola
Fabricate Dalokohs bar 1 Sandvich + 1 Bonk! Atomic Punch          1 Dalokohs bar
Fabricate Gunboats        1 Chargin' Targe + 1 Razorback   1 Gunboats
Fabricate Homewrecker               1 Eyelander + 1 Equalizer              1 Homewrecker
Fabricate Pain train         1 Sandman + 1 Scrap Metal          1 Pain train
Fabricate Scotsman's skullcutter               1 Axtinguisher + 1 Jarate               1 Scotsman's skullcutter
Fabricate Southern Hospitality   1 Ambassador + 1 Scrap Metal   1 Southern Hospitality
Fabricate Tribalman's shiv            1 Huntsman + 1 Dead Ringer       1 Tribalman's shiv
Cost summary table
Item      Total crafting cost            Smelt value
Scrap Metal        2 weapons          2 weapons
Class or Slot Token          3 weapons          2 weapons
Reclaimed Metal              6 weapons = 3 Scrap Metal or
9 weapons = 3 Tokens   6 weapons
Class-specific Weapon   8 weapons = 1 Scrap Metal + 1 Class Token + 1 Slot Token             1 weapon
Refined Metal   18 weapons = 9 Scrap Metal = 3 Reclaimed Metal              18 weapons
Random Headgear          2 headgear or
54 weapons = 27 Scrap Metal = 9 Reclaimed Metal = 3 Refined Metal      27 weapons
Class-specific Headgear                 75 weapons = (36 Scrap metal = 12 Reclaimed Metal = 4 Refined Metal) + 3 weapons (1 Class Token)       27 weapons