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Need Help! (Scripting Issues and Viewmodel Issues)
1
#1
1 Frags +

So basically I wanted to take the viewmodel off of my sniper rifle. So I decided hey why not do it myself. Long story short I fucked up my CFGs so hard and now Idk what to do. All of my weapons have viemodel off instead of just my sniper.

Please help me!

Steam: http://steamcommunity.com/id/xMrPerfectx

So basically I wanted to take the viewmodel off of my sniper rifle. So I decided hey why not do it myself. Long story short I fucked up my CFGs so hard and now Idk what to do. All of my weapons have viemodel off instead of just my sniper.

Please help me!

Steam: http://steamcommunity.com/id/xMrPerfectx
2
#2
0 Frags +

They way I have it setup, each class has their own .cfg , which then execs a default script. In the default, I have it to have viewmodels on

They way I have it setup, each class has their own .cfg , which then execs a default script. In the default, I have it to have viewmodels on
3
#3
0 Frags +

Easiest way is to use this: http://code.google.com/p/broesels-crosshair-switcher/

Easiest way is to use this: http://code.google.com/p/broesels-crosshair-switcher/
4
#4
1 Frags +

Many thanks to redd and LazyPanda for helping me out!

Many thanks to redd and LazyPanda for helping me out!
5
#5
0 Frags +

You probably just put a line in your sniper config or your overall config that says r_drawviewmodel_0. What you need is that line in the sniper config and a line in every other class config that says r_drawviewmodel_1. This will re-enable viewmodels when you pick a different class.

If you want to bind for your sniper rifle specifically (use viewmodels on the sniper's melee), you'll have to bind your weapon switching keys. I have an interp-changing script which does something similar. You can copy the script and change the lines about interp into viewmodel lines.

bind "1" "slot1;cl_interp 0.033"
bind "2" "slot2;cl_interp 0.01"
bind "3" "slot3;cl_interp 0.01"
bind "q" "lastinv;cl_interp 0.033"

The line about 'q' (quickswitch) is the best I could do with TF2 scripts to try to make quickswitch consistent with the interps I use. Basically, I decided that when I press q on this specific class, it will be because I need to quickly switch to my primary, so I set the quickswitch interp to match my primary. If I quickswitch to melee, I have to press 3 to set the correct interp.

If you use this, keep in mind you will have to put bind lines in all your other class configs or they will use these lines. You can just copy+paste to the configs, changing variables where you want to, or simply leave out the interp/viewmodel lines if you don't care to change on weapon switch with those classes.

It would be easier to use any features of your custom hud, but as far as I know you need to be using broeselhud for that to work.

You probably just put a line in your sniper config or your overall config that says r_drawviewmodel_0. What you need is that line in the sniper config and a line in every other class config that says r_drawviewmodel_1. This will re-enable viewmodels when you pick a different class.

If you want to bind for your sniper rifle specifically (use viewmodels on the sniper's melee), you'll have to bind your weapon switching keys. I have an interp-changing script which does something similar. You can copy the script and change the lines about interp into viewmodel lines.

bind "1" "slot1;cl_interp 0.033"
bind "2" "slot2;cl_interp 0.01"
bind "3" "slot3;cl_interp 0.01"
bind "q" "lastinv;cl_interp 0.033"

The line about 'q' (quickswitch) is the best I could do with TF2 scripts to try to make quickswitch consistent with the interps I use. Basically, I decided that when I press q on this specific class, it will be because I need to quickly switch to my primary, so I set the quickswitch interp to match my primary. If I quickswitch to melee, I have to press 3 to set the correct interp.

If you use this, keep in mind you will have to put bind lines in all your other class configs or they will use these lines. You can just copy+paste to the configs, changing variables where you want to, or simply leave out the interp/viewmodel lines if you don't care to change on weapon switch with those classes.

It would be easier to use any features of your custom hud, but as far as I know you need to be using broeselhud for that to work.
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