Upvote Upvoted 0 Downvote Downvoted
Crosshair switcher/viewmodels
posted in Customization
1
#1
0 Frags +

Hey guys. I have a quick question about the crosshair switcher (various types, but i got mine from tf2mate)

So, this is particularly about soldier:
this is bound in my soldier.cfg file

exec crosshairswitcher/switcher; soldier

So that basically does this for my soldier:

alias soldier_primary "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 0; viewmodel_fov 80; cl_interp 0.0152"
alias soldier_secondary "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 0; viewmodel_fov 90; cl_interp 0.033"
alias soldier_melee "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 1; viewmodel_fov 90; cl_interp 0.033"

btw, this is a bunch of settings for each slot, but my focus is for the PRIMARY fov.

Is there anyways i can make a bind to turn it on and off (just for that one slot, on this one class)
I want to do this because when I use rl i have em off, but with original it helps me with them on

Thanks :3

Hey guys. I have a quick question about the crosshair switcher (various types, but i got mine from tf2mate)

So, this is particularly about soldier:
this is bound in my soldier.cfg file
[code]exec crosshairswitcher/switcher; soldier[/code]

So that basically does this for my soldier:
[code]alias soldier_primary "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 0; viewmodel_fov 80; cl_interp 0.0152"
alias soldier_secondary "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 0; viewmodel_fov 90; cl_interp 0.033"
alias soldier_melee "cl_crosshair_scale 32; ring; cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0; r_drawviewmodel 1; viewmodel_fov 90; cl_interp 0.033"[/code] btw, this is a bunch of settings for each slot, but my focus is for the PRIMARY fov.

Is there anyways i can make a bind to turn it on and off (just for that one slot, on this one class)
I want to do this because when I use rl i have em off, but with original it helps me with them on

Thanks :3
2
#2
1 Frags +

I actually made an identical cfg file called soldieroriginal with the rocket launcher viewmodel on and I bound 0 to "exec soldieroriginal.cfg" and in my soldieroriginal config file I have 0 bound to "exec soldier.cfg", creating a toggle between the 2 scripts. But from the top of my head, you can't really create a toggle for just one slot without a whole lot of coding that I don't know how to do really.

Also, why do you have your interp change when you switch weapons? If I remember correctly you can't change it when you're in an online game, so having it change is pointless. I may be wrong, but that's from my experience

I actually made an identical cfg file called soldieroriginal with the rocket launcher viewmodel on and I bound 0 to "exec soldieroriginal.cfg" and in my soldieroriginal config file I have 0 bound to "exec soldier.cfg", creating a toggle between the 2 scripts. But from the top of my head, you can't really create a toggle for just one slot without a whole lot of coding that I don't know how to do really.

Also, why do you have your interp change when you switch weapons? If I remember correctly you can't change it when you're in an online game, so having it change is pointless. I may be wrong, but that's from my experience
3
#3
2 Frags +

You could just make a seperate alias called soldier_primary_2 and have it the exact same but with viewmodels on. Then have a button you don't use bound to toggle the other.

So have

bind "5" "soldier_primary_1"
alias "soldier_primary_1" "soldier_primary; bind 5 "soldier_primary_2""
alias "soldier_primary_2" "soldier_primary_2;bind 5 "soldier_primary_1""

As also said above you may as well remove the interp stuff, it's pointless now.

You could just make a seperate alias called soldier_primary_2 and have it the exact same but with viewmodels on. Then have a button you don't use bound to toggle the other.

So have

bind "5" "soldier_primary_1"
alias "soldier_primary_1" "soldier_primary; bind 5 "soldier_primary_2""
alias "soldier_primary_2" "soldier_primary_2;bind 5 "soldier_primary_1""

As also said above you may as well remove the interp stuff, it's pointless now.
4
#4
1 Frags +

There are several ways to accomplish this. The way I handle it is with a set of aliases, binds, and config files. Your TF2 backpack has A, B, C, and D loadout slots for each class. I have written configs that will allow for different per-weapon settings based on which loadout slot is in use. I don't use tf2mate so my example may not look exactly like yours, but here an idea of how to accomplish this.

First, in your autoexec or some other config that gets executed via your scripting, add lines similar to these:

Show Content
[code]
alias scout_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/scout_itempreset_A"
alias scout_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/scout_itempreset_B"
alias scout_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/scout_itempreset_C"
alias scout_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/scout_itempreset_D"

alias soldier_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/soldier_itempreset_A"
alias soldier_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/soldier_itempreset_B"
alias soldier_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/soldier_itempreset_C"
alias soldier_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/soldier_itempreset_D"

alias pyro_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/pyro_itempreset_A"
alias pyro_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/pyro_itempreset_B"
alias pyro_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/pyro_itempreset_C"
alias pyro_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/pyro_itempreset_D"

alias demoman_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/demoman_itempreset_A"
alias demoman_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/demoman_itempreset_B"
alias demoman_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/demoman_itempreset_C"
alias demoman_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/demoman_itempreset_D"

alias heavy_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/heavy_itempreset_A"
alias heavy_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/heavy_itempreset_B"
alias heavy_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/heavy_itempreset_C"
alias heavy_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/heavy_itempreset_D"

alias engineer_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/engineer_itempreset_A"
alias engineer_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/engineer_itempreset_B"
alias engineer_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/engineer_itempreset_C"
alias engineer_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/engineer_itempreset_D"

alias medic_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/medic_itempreset_A"
alias medic_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/medic_itempreset_B"
alias medic_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/medic_itempreset_C"
alias medic_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/medic_itempreset_D"

alias sniper_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/sniper_itempreset_A"
alias sniper_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/sniper_itempreset_B"
alias sniper_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/sniper_itempreset_C"
alias sniper_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/sniper_itempreset_D"

alias spy_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/spy_itempreset_A"
alias spy_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/spy_itempreset_B"
alias spy_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/spy_itempreset_C"
alias spy_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/spy_itempreset_D"
[/code]

I have lines like that for each class, and they all correspond to small config files in custom/smaka/cfg/smakcfg/itempresets. I nest them because I don't like clutter and my cfg folder only consists of the stock class configs and an autoexec. You'll need to change them to fit your own file naming/structure.

Next, you'll need to create the individual config files.

The easiest would be to open a command prompt from within the folder where you want to create these, which you can do by opening the folder in windows file explorer, hold shift, and right click, then choose 'open command window here'.

Then, paste this fun stuff into the command window to generate the empty files.

Show Content
[code]
copy nul soldier_itempreset_A.cfg
copy nul soldier_itempreset_B.cfg
copy nul soldier_itempreset_C.cfg
copy nul soldier_itempreset_D.cfg

copy nul scout_itempreset_A.cfg
copy nul scout_itempreset_B.cfg
copy nul scout_itempreset_C.cfg
copy nul scout_itempreset_D.cfg

copy nul pyro_itempreset_A.cfg
copy nul pyro_itempreset_B.cfg
copy nul pyro_itempreset_C.cfg
copy nul pyro_itempreset_D.cfg

copy nul demoman_itempreset_A.cfg
copy nul demoman_itempreset_B.cfg
copy nul demoman_itempreset_C.cfg
copy nul demoman_itempreset_D.cfg

copy nul heavy_itempreset_A.cfg
copy nul heavy_itempreset_B.cfg
copy nul heavy_itempreset_C.cfg
copy nul heavy_itempreset_D.cfg

copy nul engineer_itempreset_A.cfg
copy nul engineer_itempreset_B.cfg
copy nul engineer_itempreset_C.cfg
copy nul engineer_itempreset_D.cfg

copy nul medic_itempreset_A.cfg
copy nul medic_itempreset_B.cfg
copy nul medic_itempreset_C.cfg
copy nul medic_itempreset_D.cfg

copy nul sniper_itempreset_A.cfg
copy nul sniper_itempreset_B.cfg
copy nul sniper_itempreset_C.cfg
copy nul sniper_itempreset_D.cfg

copy nul spy_itempreset_A.cfg
copy nul spy_itempreset_B.cfg
copy nul spy_itempreset_C.cfg
copy nul spy_itempreset_D.cfg
[/code]

Once you've created the files, you can dump your things to execute into the corresponding files. In your case, that would be to first dump your soldier things that you use for the RL in whatever file corresponds to the loadout slot where you have RL equipped. Then, dump the modified settings into the file corresponding to the loadout slot where you have the original equipped.

The last step is to add loadout binds to each class config file. In your soldier.cfg, add these (of course you can change the keys used if you prefer, and don't forget to change the binds in each class config to match the class name).

Show Content
[code]
bind "F5" "soldier_itempreset_A"
bind "F6" "soldier_itempreset_B"
bind "F7" "soldier_itempreset_C"
bind "F8" "soldier_itempreset_D"
[/code]

If you've done everything correctly, you'll have 36 individual slot config files that will allow you to have four separate sets of weapon aliases per class that can be configured for individual weapons based on their slots. I understand that if you're not familiar with coding or scripting, this may look daunting. Here is a copy of my config that you can extract and view.

I will be happy to assist you (or anyone else) in tailoring configs like these.

There are several ways to accomplish this. The way I handle it is with a set of aliases, binds, and config files. Your TF2 backpack has A, B, C, and D loadout slots for each class. I have written configs that will allow for different per-weapon settings based on which loadout slot is in use. I don't use tf2mate so my example may not look exactly like yours, but here an idea of how to accomplish this.

First, in your autoexec or some other config that gets executed via your scripting, add lines similar to these:
[spoiler][code]
alias scout_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/scout_itempreset_A"
alias scout_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/scout_itempreset_B"
alias scout_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/scout_itempreset_C"
alias scout_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/scout_itempreset_D"

alias soldier_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/soldier_itempreset_A"
alias soldier_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/soldier_itempreset_B"
alias soldier_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/soldier_itempreset_C"
alias soldier_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/soldier_itempreset_D"

alias pyro_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/pyro_itempreset_A"
alias pyro_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/pyro_itempreset_B"
alias pyro_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/pyro_itempreset_C"
alias pyro_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/pyro_itempreset_D"

alias demoman_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/demoman_itempreset_A"
alias demoman_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/demoman_itempreset_B"
alias demoman_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/demoman_itempreset_C"
alias demoman_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/demoman_itempreset_D"

alias heavy_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/heavy_itempreset_A"
alias heavy_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/heavy_itempreset_B"
alias heavy_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/heavy_itempreset_C"
alias heavy_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/heavy_itempreset_D"

alias engineer_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/engineer_itempreset_A"
alias engineer_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/engineer_itempreset_B"
alias engineer_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/engineer_itempreset_C"
alias engineer_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/engineer_itempreset_D"

alias medic_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/medic_itempreset_A"
alias medic_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/medic_itempreset_B"
alias medic_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/medic_itempreset_C"
alias medic_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/medic_itempreset_D"

alias sniper_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/sniper_itempreset_A"
alias sniper_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/sniper_itempreset_B"
alias sniper_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/sniper_itempreset_C"
alias sniper_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/sniper_itempreset_D"

alias spy_itempreset_A "load_itempreset 0; exec smakcfg/itempresets/spy_itempreset_A"
alias spy_itempreset_B "load_itempreset 1; exec smakcfg/itempresets/spy_itempreset_B"
alias spy_itempreset_C "load_itempreset 2; exec smakcfg/itempresets/spy_itempreset_C"
alias spy_itempreset_D "load_itempreset 3; exec smakcfg/itempresets/spy_itempreset_D"
[/code][/spoiler]
I have lines like that for each class, and they all correspond to small config files in custom/smaka/cfg/smakcfg/itempresets. I nest them because I don't like clutter and my cfg folder only consists of the stock class configs and an autoexec. You'll need to change them to fit your own file naming/structure.

Next, you'll need to create the individual config files.

The easiest would be to open a command prompt from within the folder where you want to create these, which you can do by opening the folder in windows file explorer, hold shift, and right click, then choose 'open command window here'.

Then, paste this fun stuff into the command window to generate the empty files.

[spoiler][code]
copy nul soldier_itempreset_A.cfg
copy nul soldier_itempreset_B.cfg
copy nul soldier_itempreset_C.cfg
copy nul soldier_itempreset_D.cfg

copy nul scout_itempreset_A.cfg
copy nul scout_itempreset_B.cfg
copy nul scout_itempreset_C.cfg
copy nul scout_itempreset_D.cfg

copy nul pyro_itempreset_A.cfg
copy nul pyro_itempreset_B.cfg
copy nul pyro_itempreset_C.cfg
copy nul pyro_itempreset_D.cfg

copy nul demoman_itempreset_A.cfg
copy nul demoman_itempreset_B.cfg
copy nul demoman_itempreset_C.cfg
copy nul demoman_itempreset_D.cfg

copy nul heavy_itempreset_A.cfg
copy nul heavy_itempreset_B.cfg
copy nul heavy_itempreset_C.cfg
copy nul heavy_itempreset_D.cfg

copy nul engineer_itempreset_A.cfg
copy nul engineer_itempreset_B.cfg
copy nul engineer_itempreset_C.cfg
copy nul engineer_itempreset_D.cfg

copy nul medic_itempreset_A.cfg
copy nul medic_itempreset_B.cfg
copy nul medic_itempreset_C.cfg
copy nul medic_itempreset_D.cfg

copy nul sniper_itempreset_A.cfg
copy nul sniper_itempreset_B.cfg
copy nul sniper_itempreset_C.cfg
copy nul sniper_itempreset_D.cfg

copy nul spy_itempreset_A.cfg
copy nul spy_itempreset_B.cfg
copy nul spy_itempreset_C.cfg
copy nul spy_itempreset_D.cfg
[/code][/spoiler]

Once you've created the files, you can dump your things to execute into the corresponding files. In your case, that would be to first dump your soldier things that you use for the RL in whatever file corresponds to the loadout slot where you have RL equipped. Then, dump the modified settings into the file corresponding to the loadout slot where you have the original equipped.

The last step is to add loadout binds to each class config file. In your soldier.cfg, add these (of course you can change the keys used if you prefer, and don't forget to change the binds in each class config to match the class name).

[spoiler][code]
bind "F5" "soldier_itempreset_A"
bind "F6" "soldier_itempreset_B"
bind "F7" "soldier_itempreset_C"
bind "F8" "soldier_itempreset_D"
[/code][/spoiler]

If you've done everything correctly, you'll have 36 individual slot config files that will allow you to have four separate sets of weapon aliases per class that can be configured for individual weapons based on their slots. I understand that if you're not familiar with coding or scripting, this may look daunting. [url=http://s000.tinyupload.com/index.php?file_id=15167314499559322843]Here[/url] is a copy of my config that you can extract and view.

I will be happy to assist you (or anyone else) in tailoring configs like these.
5
#5
0 Frags +
KonceptLegacyI actually made an identical cfg file called soldieroriginal with the rocket launcher viewmodel on and I bound 0 to "exec soldieroriginal.cfg" and in my soldieroriginal config file I have 0 bound to "exec soldier.cfg", creating a toggle between the 2 scripts. But from the top of my head, you can't really create a toggle for just one slot without a whole lot of coding that I don't know how to do really.

Also, why do you have your interp change when you switch weapons? If I remember correctly you can't change it when you're in an online game, so having it change is pointless. I may be wrong, but that's from my experience
_KermitYou could just make a seperate alias called soldier_primary_2 and have it the exact same but with viewmodels on. Then have a button you don't use bound to toggle the other.

So have

bind "5" "soldier_primary_1"
alias "soldier_primary_1" "soldier_primary; bind 5 "soldier_primary_2""
alias "soldier_primary_2" "soldier_primary_2;bind 5 "soldier_primary_1""

As also said above you may as well remove the interp stuff, it's pointless now.

thanks for your help, ill try it out.
And i will delete the interp, i got it from tf2mate back when i didn't know about what it really was, so never bothered messing with it :p

[quote=KonceptLegacy]I actually made an identical cfg file called soldieroriginal with the rocket launcher viewmodel on and I bound 0 to "exec soldieroriginal.cfg" and in my soldieroriginal config file I have 0 bound to "exec soldier.cfg", creating a toggle between the 2 scripts. But from the top of my head, you can't really create a toggle for just one slot without a whole lot of coding that I don't know how to do really.

Also, why do you have your interp change when you switch weapons? If I remember correctly you can't change it when you're in an online game, so having it change is pointless. I may be wrong, but that's from my experience[/quote]
[quote=_Kermit]You could just make a seperate alias called soldier_primary_2 and have it the exact same but with viewmodels on. Then have a button you don't use bound to toggle the other.

So have

bind "5" "soldier_primary_1"
alias "soldier_primary_1" "soldier_primary; bind 5 "soldier_primary_2""
alias "soldier_primary_2" "soldier_primary_2;bind 5 "soldier_primary_1""

As also said above you may as well remove the interp stuff, it's pointless now.[/quote]

thanks for your help, ill try it out.
And i will delete the interp, i got it from tf2mate back when i didn't know about what it really was, so never bothered messing with it :p
6
#6
1 Frags +

it'd be infinitely easier to modify weapon scripts for your custom crosshairs for future modification.

it'd be infinitely easier to modify weapon scripts for your custom crosshairs for future modification.
Please sign in through STEAM to post a comment.