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SteamID64 | 76561198013049459 |
SteamID3 | [U:1:52783731] |
SteamID32 | STEAM_0:1:26391865 |
Country | United States |
Signed Up | October 13, 2012 |
Last Posted | March 30, 2017 at 10:30 AM |
Posts | 554 (0.1 per day) |
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Adding in the last weapon key would literally double the number of states, and said states would be more complex.
It's definitely possible, but it's a lot of work.
I might be missing an easier way.
SnowyMage everytime I press 1, 2, 3 or q the viewmodel switches back on. That's why I pasted my configs to see if you could figure out what part of my scripts are interfering with yours.
Don't use q. I didn't code that bit in.
I literally just wrote that on the fly.
The issue is that you're unbinding the commands that I set when you join as soldier and then rebinding them to other things. Don't rebind 1, 2, and 3, and it'll work.
The config worked for me. You might have to press the button an extra time the first time, but it seems to be fine.
This comes close to what you want. What this does is let you hit any key (the code here uses t) to toggle whether or not you want the slot to be visible.
bind 1 "slot1; primary; alias currenttog primarytog"
bind 2 "slot2; secondary; alias currenttog secondarytog"
bind 3 "slot3; melee; alias currenttog meleetog"
bind t currenttog
alias currenttog primarytog
alias primary primaryvis
alias primaryvis "r_drawviewmodel 1"
alias primaryhid "r_drawviewmodel 0"
alias primarytog primarytogvis
alias primarytogvis "primaryvis; alias primary primaryvis; alias primarytog primarytoghid"
alias primarytoghid "primaryhid; alias primary primaryhid; alias primarytog primarytogvis"
alias secondary secondaryvis
alias secondaryvis "r_drawviewmodel 1"
alias secondaryhid "r_drawviewmodel 0"
alias secondarytog secondarytogvis
alias secondarytogvis "secondaryvis; alias secondary secondaryvis; alias secondarytog secondarytoghid"
alias secondarytoghid "secondaryhid; alias secondary secondaryhid; alias secondarytog secondarytogvis"
alias melee meleevis
alias meleevis "r_drawviewmodel 1"
alias meleehid "r_drawviewmodel 0"
alias meleetog meleetogvis
alias meleetogvis "meleevis; alias melee meleevis; alias meleetog meleetoghid"
alias meleetoghid "meleehid; alias melee meleehid; alias meleetog meleetogvis"
What ever happened to cp_quay?
It showed up in that one night cup in ETF2L, and everyone seemingly forgot about it.
It seems to play amazingly, with a few innovations and a last that doesn't suck.
http://wiki.teamfortress.com/wiki/Control_point_timing
If you don't understand what the page is saying and don't want to memorize the table, then know that x2 on the cap is 1+(1/2) times the default rate, x3 is 1+(1/2)+(1/3) times the default, and so on.
This means that each player will always add to the capture rate, but they will always contribute less than the previous person.
Apolloftwmage24365I would like to point out that there are three major sticky spots that should be fixed going into the next version:Please include a pov demo/screenshots of the said area's.
On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.
In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.
To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.
These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.
Included in original post.
I would like to add that the second one of those three is absurdly dumb, if 8 stickies are there, it's not uncommon for a rocket to knock out exactly one of them.
I would like to point out that there are three major sticky spots that should be fixed going into the next version:
On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.
http://steamcommunity.com/sharedfiles/filedetails/?id=154049615
In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.
http://steamcommunity.com/sharedfiles/filedetails/?id=154723496
To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.
http://steamcommunity.com/sharedfiles/filedetails/?id=154723574
These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.
Ooh, I may actually get to say hi--I'm TAing at AwesomeMath UCSC this summer.
Tutoring is fun if you're good and enjoy the material and helping people; that's my first job.
Second job is being a TA at AwesomeMath UCSC.
Basically, find something that's vaguely related to your interests.
I would like to say that what a lot of players want valve to do to help sixes is:
Don't add weapons that slow down the game from the current, incredibly fast-paced game that 6v6 is and aren't extremely annoying
Remove bugs
Add a lobby system
For the first, basically anything they add will be slow for 6v6. For the second, I think everyone wants that, but that's sadly a lower priority than hats because hats=money. For the third, the serious players already have TF2Lobby and pug.nahl and such. Combined with the fact that in order for this to be worth valve's time, they have to make money, and those services are available for free, it's unlikely that they'll implement it.
I will say, however, that valve has given players the tools they need (whitelist, cvars, etc.) to help to reduce the influence of their changes.