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Improved resup bind and loadout specific settings
posted in Customization
1
#1
0 Frags +

A script that remembers which loadout you have active on which class, even between game lauches.
Also it lets you execute different commands for each loadout, useful with maybe mediguns idk.

+ single resup key that always works
- you have to use binds to switch between loadouts

github (download and setup instructions there)

A script that remembers which loadout you have active on which class, even between game lauches.
Also it lets you execute different commands for each loadout, useful with maybe mediguns idk.

+ single [url=https://www.teamfortress.tv/42373/forward-spawn-script-with-item-presets]resup key[/url] that always works
- you have to use binds to switch between loadouts

[url=https://github.com/jooonior/tf2-loadouts-script]github[/url] (download and setup instructions there)
2
#2
refresh.tf
2 Frags +

Couldn't find an answer for it in the FAQ, how do you set it up as to execute loadout & class-specific commands and save them in the active loadout?

Couldn't find an answer for it in the FAQ, how do you set it up as to execute loadout & class-specific commands and save them in the active loadout?
3
#3
2 Frags +

Works really well, good job!

Works really well, good job!
4
#4
2 Frags +
Collaidehow do you set it up as to execute loadout & class-specific commands and save them in the active loadout?

You alias your commands to loadouX_cfg (X being A, B, C, or D) as explained in step 6. The script automatically calls an alias of the loadout you're on.
If you want these class specific you have to set them in each class config. If you want these only on some classes you set them to blank on the other ones.

// no loadout specific settings scout
alias loadoutA_cfg "" // will do nothing
alias loadoutB_cfg // works same as ^
alias loadoutC_cfg
alias loadoutD_cfg
exec loadouts/scout // always has to be AFTER those four!

If you want the same loadout settings for all classes you can do this in autoexec, but after the exec loadouts/load.

Collaide removing my hud & configs?

loadoutX_cfg gets first called with exec loadout/class, so if you put commands after the exec line, they will override your loadout settings (until you change loadout and it gets called again). That's about the only thing that could cause issues.

A conflict with another script might occur if it uses a same alias name. That's not very likely to happen but here's a list of aliases I used:
loadoutX, loadout=X, loadoutX_class, loadoutX_cfg, loadout_class, old_loadout_class, and l1X to l9X (1, 2, 3, 4, 5, 6, 7, 8, 9).
Underline means theres one for each loadout/class.

[quote=Collaide]how do you set it up as to execute loadout & class-specific commands and save them in the active loadout?[/quote]
You alias your commands to [i]loadouX_cfg[/i] ([i]X[/i] being A, B, C, or D) as explained in step 6. The script automatically calls an alias of the loadout you're on.
If you want these class specific you have to set them in each class config. If you want these only on some classes you set them to blank on the other ones.
[code]
// no loadout specific settings scout
alias loadoutA_cfg "" // will do nothing
alias loadoutB_cfg // works same as ^
alias loadoutC_cfg
alias loadoutD_cfg
exec loadouts/scout // always has to be AFTER those four!
[/code]
If you want the same loadout settings for all classes you can do this in autoexec, but [b]after[/b] the [i]exec loadouts/load[/i].
[quote=Collaide] removing my hud & configs? [/quote]
[i]loadoutX_cfg[/i] gets first called with [i]exec loadout/class[/i], so if you put commands after the exec line, they will override your loadout settings (until you change loadout and it gets called again). That's about the only thing that could cause issues.

A conflict with another script might occur if it uses a same alias name. That's not very likely to happen but here's a list of aliases I used:
loadout[u]X[/u], loadout=[u]X[/u], loadout[u]X[/u]_class, loadout[u]X[/u]_cfg, loadout_[u]class[/u], old_loadout_[u]class[/u], and l1[u]X[/u] to l9[u]X[/u] (1, 2, 3, 4, 5, 6, 7, 8, 9).
Underline means theres one for each loadout/class.
5
#5
refresh.tf
1 Frags +

Thanks for the help man! I'm gonna combine it with my own config when I have time. <3

juniorCollaide removing my hud & configs? loadoutX_cfg gets first called with exec loadout/class, so if you put commands after the exec line, they will override your loadout settings (until you change loadout and it gets called again). That's about the only thing that could cause issues.

A conflict with another script might occur if it uses a same alias name. That's not very likely to happen but here's a list of aliases I used:
loadoutX, loadout=X, loadoutX_class, loadoutX_cfg, loadout_class, old_loadout_class, and l1X to l9X (1, 2, 3, 4, 5, 6, 7, 8, 9).
Underline means theres one for each loadout/class.

Sorry, this party was me editing the wrong post on the wrong thread lol

Thanks for the help man! I'm gonna combine it with my own config when I have time. <3
[quote=junior][quote=Collaide] removing my hud & configs? [/quote]
[i]loadoutX_cfg[/i] gets first called with [i]exec loadout/class[/i], so if you put commands after the exec line, they will override your loadout settings (until you change loadout and it gets called again). That's about the only thing that could cause issues.

A conflict with another script might occur if it uses a same alias name. That's not very likely to happen but here's a list of aliases I used:
loadout[u]X[/u], loadout=[u]X[/u], loadout[u]X[/u]_class, loadout[u]X[/u]_cfg, loadout_[u]class[/u], old_loadout_[u]class[/u], and l1[u]X[/u] to l9[u]X[/u] (1, 2, 3, 4, 5, 6, 7, 8, 9).
Underline means theres one for each loadout/class.[/quote]
Sorry, this party was me editing the wrong post on the wrong thread lol
6
#6
0 Frags +

Awesome script, thank you!

Awesome script, thank you!
7
#7
3 Frags +

Since this switches loadouts, doesn't this mean that it relies on the item server updating in time, or am i missing something?

Since this switches loadouts, doesn't this mean that it relies on the item server updating in time, or am i missing something?
8
#8
2 Frags +
reakoSince this switches loadouts, doesn't this mean that it relies on the item server updating in time, or am i missing something?

Switching loadouts is not instant, there's a 0. something seconds delay between pressing it and respawning. You get around that by pressing it a bit sooner, as with regular b4nny bind. I've also heard it doesn't work with item servers down but haven't tested that myself.

[quote=reako]Since this switches loadouts, doesn't this mean that it relies on the item server updating in time, or am i missing something?[/quote]
Switching loadouts is not instant, there's a 0. something seconds delay between pressing it and respawning. You get around that by pressing it a bit sooner, as with regular b4nny bind. I've also heard it doesn't work with item servers down but haven't tested that myself.
9
#9
refresh.tf
2 Frags +

That's correct. When item servers are down you cannot change loadouts. (banny bind)

That's correct. When item servers are down you cannot change loadouts. (banny bind)
10
#10
6 Frags +

I've refactored and optimized it a bit. All alias names changed so comments above don't apply anymore (but README should be more readable now). Functionality is still the same, so if you're already using it you don't need to update. Also packaged it into a VPK for easier installation and faster load.

I've refactored and optimized it a bit. All alias names changed so comments above don't apply anymore (but README should be more readable now). Functionality is still the same, so if you're already using it you don't need to update. Also packaged it into a VPK for easier installation and faster load.
11
#11
-6 Frags +

Finally a real use for that save state method! Personally I would use con_filter_text to ensure that random lines are not unintentionally written to the save file.

Finally a real use for that save state method! Personally I would use con_filter_text to ensure that random lines are not unintentionally written to the save file.
12
#12
2 Frags +
AimIsADickFinally a real use for that save state method! Personally I would use con_filter_text to ensure that random lines are not unintentionally written to the save file.

con_filter_text doesn't affect what gets logged, only what's shown in-game.

I could make it less likely for random things to get logged by putting all the save commands (~60 lines) into a single giant alias instead of executing them line by line, but that would kill all readability.

Over the past year or so I've been using it no random stuff made it's way there. Even if it did, the chance of it being something disruptive is extremely small imo.

[quote=AimIsADick]Finally a real use for that save state method! Personally I would use con_filter_text to ensure that random lines are not unintentionally written to the save file.[/quote]

con_filter_text doesn't affect what gets logged, only what's shown in-game.

I could make it less likely for random things to get logged by putting all the save commands (~60 lines) into a single giant alias instead of executing them line by line, but that would kill all readability.

Over the past year or so I've been using it no random stuff made it's way there. Even if it did, the chance of it being something disruptive is extremely small imo.
13
#13
3 Frags +

I've found a way to automatically clear the save file so it no longer grows forever. Setup instructions haven't changed, all you have to do to update is replace the VPK.
https://github.com/jooonior/tf2-loadouts-script/releases/tag/v2.1

I've found a way to automatically clear the save file so it no longer grows forever. Setup instructions haven't changed, all you have to do to update is replace the VPK.
https://github.com/jooonior/tf2-loadouts-script/releases/tag/v2.1
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