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hiding viewmodels
posted in Q/A Help
1
#1
0 Frags +

I've been trying to edit my class configs, every time I try it,it messes up my usual settings. Such as using Q to switch to the previously selected weapon or when I use gunboats, I can't switch to my melee by pressing Q.

My question is: Is there a way where I can enter a command in the console that will disable viewmodels on specific slots on specific classes?

I've been trying to edit my class configs, every time I try it,it messes up my usual settings. Such as using Q to switch to the previously selected weapon or when I use gunboats, I can't switch to my melee by pressing Q.

My question is: Is there a way where I can enter a command in the console that will disable viewmodels on specific slots on specific classes?
2
#2
1 Frags +

when you use gunboats you have to manually switch to melee first before using q, at least in my experience. it became a habit for me after a while doing it as soon as i spawned

also something like:

bind 1 "slot1;r_drawviewmodel 0"
bind 2 "slot2;r_drawviewmodel 0"
bind 3 "slot3;r_drawviewmodel 1"

replace 1 2 and 3 with your weapon keys for pri, sec, and melee accordingly, and that's a very simple example but that's how it'd be done to disable viewmodels per slot

when you use gunboats you have to manually switch to melee first before using q, at least in my experience. it became a habit for me after a while doing it as soon as i spawned

also something like:

bind 1 "slot1;r_drawviewmodel 0"
bind 2 "slot2;r_drawviewmodel 0"
bind 3 "slot3;r_drawviewmodel 1"

replace 1 2 and 3 with your weapon keys for pri, sec, and melee accordingly, and that's a very simple example but that's how it'd be done to disable viewmodels per slot
3
#3
0 Frags +

If I put those commands in my classes cfg files, will it be specifically for them or will it apply to every class.

If I put those commands in my classes cfg files, will it be specifically for them or will it apply to every class.
4
#4
2 Frags +

If you want it to work properly, you have to put it in all class configs and edit them all based on what you want each class to be like.

Due to the way cfgs work, if you put that in spy.cfg for example, when you play spy, that CFG is executed. So once you choose spy, you're stick with those binds, unless they're rebound in another cfg that's executed later. It's not "unexecuted" when you play another class.

If you want it to work properly, you have to put it in all class configs and edit them all based on what you want each class to be like.

Due to the way cfgs work, if you put that in spy.cfg for example, when you play spy, that CFG is executed. So once you choose spy, you're stick with those binds, unless they're rebound in another cfg that's executed later. It's not "unexecuted" when you play another class.
5
#5
0 Frags +

A nice trick is to have a "normal" config called "normal.cfg" where you bind everything to your default or standard settings and at the top of every class cfg just put

exec normal.cfg

and then put all of your custom stuff below. That way you won't have any strange stuff left over when you switch classes.

A nice trick is to have a "normal" config called "normal.cfg" where you bind everything to your default or standard settings and at the top of every class cfg just put

exec normal.cfg

and then put all of your custom stuff below. That way you won't have any strange stuff left over when you switch classes.
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