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Author Topic: Skeys for local servers  (Read 3397 times)
Offline  Raiin
Soldier
*

Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
Made by My Chocoholic Father Beats Me AKA Jamien.
Paste of dark arts: http://pastebin.com/87yivUjm
Code: [Select]
//Show keys for personal offline use. Also works in demos.

//IMPORTANT! If you don't use a custom autoexec and want your controls to be fixed automatically when you quit, delete the "//" from the next line
//fix;wait 3;host_writeconfig autoexec

sv_cheats 1

//Type fix in console to change controls back to normal
alias fix "bind w +forward;bind S +back;bind A +moveleft;bind D +moveright;bind space +jump;bind ctrl +duck"

alias +W "+forward;ent_fire keycount add 2"
alias -W "-forward;ent_fire keycount subtract 2"

alias +A "+moveleft;ent_fire keycount2 add 1"
alias -A "-moveleft;ent_fire keycount2 subtract 1"

alias +S "+back;ent_fire keycount2 add 2"
alias -S "-back;ent_fire keycount2 subtract 2"

alias +D "+moveright;ent_fire keycount2 add 4"
alias -D "-moveright;ent_fire keycount2 subtract 4"

alias +C "+duck;ent_fire keycount add 1"
alias -C "-duck;ent_fire keycount subtract 1"

alias +J "+jump;ent_fire keycount add 4"
alias -J "-jump;ent_fire keycount subtract 4"

//Customize binds here
wait 5;bind W "+W"
wait 5;bind A "+A"
wait 5;bind S "+S"
wait 5;bind D "+D"
wait 5;bind ctrl "+C"
wait 5;bind space "+J"

ent_fire game_text kill
ent_fire logic_timer addoutput "classname timer_old"
ent_fire math_counter addoutput "classname counter_old"
ent_fire logic_case addoutput "classname case_old"

wait 10;give game_text
wait 15;ent_fire game_text addoutput "classname keytext"
wait 20;ent_fire keytext addoutput "channel 1"
wait 20;ent_fire keytext addoutput "x .48"
wait 20;ent_fire keytext addoutput "y .465"
wait 20;ent_fire keytext addoutput "holdtime 200"
wait 20;ent_fire keytext addoutput "color 0 255 0"

wait 25;give game_text
wait 30;ent_fire game_text addoutput "classname keytext2"
wait 35;ent_fire keytext2 addoutput "channel 2"
wait 35;ent_fire keytext2 addoutput "x .477"
wait 35;ent_fire keytext2 addoutput "y .486"
wait 35;ent_fire keytext2 addoutput "holdtime 200"
wait 35;ent_fire keytext2 addoutput "color 0 255 0"

wait 40;give logic_case
wait 45;ent_fire logic_case addoutput "classname keycase1"
wait 50;ent_fire keycase1 addoutput "case01 0"
wait 50;ent_fire keycase1 addoutput "case02 1"
wait 50;ent_fire keycase1 addoutput "case03 2"
wait 50;ent_fire keycase1 addoutput "case04 3"
wait 50;ent_fire keycase1 addoutput "case05 4"
wait 50;ent_fire keycase1 addoutput "case06 5"
wait 50;ent_fire keycase1 addoutput "case07 6"
wait 50;ent_fire keycase1 addoutput "case08 7"

wait 55;ent_fire keycase1 addoutput "oncase01 keytext,addoutput,message  "
wait 55;ent_fire keycase1 addoutput "oncase02 keytext,addoutput,message C"
wait 55;ent_fire keycase1 addoutput "oncase03 keytext,addoutput,message   W"
wait 55;ent_fire keycase1 addoutput "oncase04 keytext,addoutput,message CW"
wait 55;ent_fire keycase1 addoutput "oncase05 keytext,addoutput,message     J"
wait 55;ent_fire keycase1 addoutput "oncase06 keytext,addoutput,message C  J"
wait 55;ent_fire keycase1 addoutput "oncase07 keytext,addoutput,message   WJ"
wait 55;ent_fire keycase1 addoutput "oncase08 keytext,addoutput,message CWJ"

wait 55;ent_fire keycase1 addoutput "oncase01 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase02 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase03 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase04 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase05 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase06 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase07 keytext,display,1,.03,-1"
wait 55;ent_fire keycase1 addoutput "oncase08 keytext,display,1,.03,-1"

wait 60;give logic_case
wait 65;ent_fire logic_case addoutput "classname keycase2"
wait 70;ent_fire keycase2 addoutput "case01 0"
wait 70;ent_fire keycase2 addoutput "case02 1"
wait 70;ent_fire keycase2 addoutput "case03 2"
wait 70;ent_fire keycase2 addoutput "case04 3"
wait 70;ent_fire keycase2 addoutput "case05 4"
wait 70;ent_fire keycase2 addoutput "case06 5"
wait 70;ent_fire keycase2 addoutput "case07 6"
wait 70;ent_fire keycase2 addoutput "case08 7"

wait 75;ent_fire keycase2 addoutput "oncase01 keytext2,addoutput,message  "
wait 75;ent_fire keycase2 addoutput "oncase02 keytext2,addoutput,message A"
wait 75;ent_fire keycase2 addoutput "oncase03 keytext2,addoutput,message    S"
wait 75;ent_fire keycase2 addoutput "oncase04 keytext2,addoutput,message A S"
wait 75;ent_fire keycase2 addoutput "oncase05 keytext2,addoutput,message       D"
wait 75;ent_fire keycase2 addoutput "oncase06 keytext2,addoutput,message A    D"
wait 75;ent_fire keycase2 addoutput "oncase07 keytext2,addoutput,message    S D"
wait 75;ent_fire keycase2 addoutput "oncase08 keytext2,addoutput,message A S D"

wait 75;ent_fire keycase2 addoutput "oncase01 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase02 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase03 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase04 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase05 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase06 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase07 keytext2,display,1,.03,-1"
wait 75;ent_fire keycase2 addoutput "oncase08 keytext2,display,1,.03,-1"

wait 75;give math_counter
wait 80;ent_fire math_counter addoutput "classname keycount"
wait 85;ent_fire keycount setvalue 0
wait 85;ent_fire keycount addoutput "outvalue keycase1,invalue"

wait 85;give math_counter
wait 90;ent_fire math_counter addoutput "classname keycount2"
wait 95;ent_fire keycount2 setvalue 0
wait 95;ent_fire keycount2 addoutput "outvalue keycase2,invalue"

wait 100;echo "I have to admit it, choco is the greatest soldier ever!"
Updated version as of 5th March

What this does is create several game_text entities, creates an alias with the movement command and an ent_fire to activate the game_text entities. Each time you press the key, a green letter appears around the crosshair. This works as you record a POV demo also, if you have this running while recording a POV it will show through the demo too.

Or in simple terms, Press movement keys and green letters appear around the crosshair.

Installation instructions...
Copy/Paste the script above into a .cfg file and name it "skeys"
If necessary change the stuff near the top, there are comments explaining what you can change.
Place the new file into tf/cfg
Open a map in TF2
Type into console "exec skeys"
Jump.
« Last Edit: March 05, 2012, 05:41:10 AM by Raiin »


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Offline  Wolsk
Rocketeer
****

Posts: 301
i love you
Quote
wait 80;echo "I have to admit it, choco is the greatest soldier ever!"
lolllllllllllllll

Amazing job, once again, guys.
How is Choco so good at this?


*EDIT* I wish I didn't have to enter "exec skeys" every time I start TF2 now. :x
« Last Edit: March 01, 2012, 09:11:25 PM by Wolsk »


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klanana:  I DID NOT EAT THE CAT
dellort: This mod is pretty cool, just wish the devs would fix the bug that allows MIKE to play on it.
   
Soldier
*

Posts: 163
Very carefully
*EDIT* I wish I didn't have to enter "exec skeys" every time I start TF2 now. :x

autoexec.cfg

exec skeys
   
Offline  Raiin
Soldier
*

Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
In an attempt to get skeys and timer for local servers working at the same time, choco stumbled upon a better skeys, NOW YOU CAN HIT ALL THE KEYS AT ONCE! Exciting I know!
Spoiler (click to show/hide)
Of course that means more than 4 keys can be pressed at once unlike the older version.


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Soldier
***

Posts: 105
thats great but i just have a special config for duck means shift then ctrl how can i change this in this script?

***edit***
changed it with some help and a bit reading xD
« Last Edit: August 01, 2012, 11:12:59 AM by derdotte »
   
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