I’m still trying to find the answer to that question myself.
I’ve just copied and pasted it into the top of skill.cfg. I’ll load up a game and see what happens.
I’m still trying to find the answer to that question myself.
I’ve just copied and pasted it into the top of skill.cfg. I’ll load up a game and see what happens.
just saw this thread, thought the script I made may come in handy to someone i dunno, I mainly made it for when multiplayer is released… also the wait commands (each wait is one frame) in the frag throw/roll is relative to your fps, needs to be a 1/3… example i get a steady 60fps, so i use 20 wait commands, so if you want that feature you’ll have to work out a 1/3 of your steady fps. anyway hope it’s of use to somebody
alias “magnum” “use weapon_357”
alias “glock” “use weapon_glock”
alias “shotgun” “use weapon_shotgun”
alias “mp5” “use weapon_mp5”
alias “crossbow” “use weapon_crossbow”
alias “hivehand” “use weapon_hivehand”
alias “crowbar” “use weapon_crowbar”
alias “tripmine” “use weapon_tripmine”
alias “snark” “use weapon_snark”
alias “rocket” “use weapon_rpg”
alias “gauss” “use weapon_tau”
alias “gluon” “use weapon_gluon”
alias “frag” “use weapon_frag”
alias “+usefl” “+use;impulse 100”
alias “-usefl” “-use”
alias “+dj” “+jump;wait;+duck”
alias “-dj” “-jump;wait;-duck”
alias “+crowatk” “crowbar;wait;+attack”
alias “-crowatk” “-attack;lastinv”
alias “+tripatk” “tripmine;wait;+attack”
alias “-tripatk” “-attack;lastinv”
alias “+fragatk1” “frag;wait;+attack”
alias “-fragatk1” “-attack;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;lastinv” //waits to work on constant 60fps, may need to change the ammount if your fps is above or below this framerate
alias “+fragatk2” “frag;wait;+attack2”
alias “-fragatk2” “-attack2;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;lastinv” //waits to work on constant 60fps, may need to change the ammount if your fps is above or below this framerate
alias “pistolsw” “pistolsw1”
alias “pistolsw1” “glock;magnum;alias pistolsw pistolsw2”
alias “pistolsw2” “magnum;glock;alias pistolsw pistolsw1”
alias “sgmpsw” “sgmpsw1”
alias “sgmpsw1” “mp5;shotgun;alias sgmpsw sgmpsw2”
alias “sgmpsw2” “shotgun;mp5;alias sgmpsw sgmpsw1”
alias “xbowgasw” “xbowgasw1”
alias “xbowgasw1” “crossbow;gauss;alias xbowgasw xbowgasw2”
alias “xbowgasw2” “gauss;crossbow;alias xbowgasw xbowgasw1”
alias “aliensw” “aliensw1”
alias “aliensw1” “snark;hivehand;alias aliensw aliensw2”
alias “aliensw2” “hivehand;snark;alias aliensw aliensw1”
alias “expsw” “expsw1”
alias “expsw1” “tripmine;frag;alias expsw expsw2”
alias “expsw2” “frag;tripmine;alias expsw expsw1”
alias “powersw” “powersw1”
alias “powersw1” “gluon;rocket;alias powersw powersw2”
alias “powersw2” “rocket;gluon;alias powersw powersw1”
bind “” “+usefl” //flashlight and use on one key
bind “” “+dj” //duckjump
bind “” “+crowatk” //hold for crowbar and attack, release for lastinv
bind “” “+fragatk1” //hold for frag and pull pin, release throw and lastinv
bind “” “+fragatk2” //hold for frag and pull pin, release roll and lastinv
bind “” “+tripatk” //hold in to lay a tripmine, release for lastinv
bind “” “pistolsw” //pistol and magnum switch
bind “” “sgmpsw” //shotgun and mp5 switch
bind “” “xbowgasw” //crossbow and guass switch
bind “” “aliensw” //hivehand and snark switch
bind “” “expsw” //tripmine and frag grenade switch
bind “” “powersw” //RPG and gluon switch
Enabling the old force texture variable helped with some stutters here and there:
mat_forcemanagedtextureintohardware 1
And I made the walk/run movement much more slower and realistic:
/always run ON
/proper walk button
alias +walks “sv_maxspeed 80”
alias -walks “sv_maxspeed 300”
bind “key” +walks
/to accommodate slower speed
sv_stopspeed 40
sv_accelerate 4
I personally prefer having ai_reaction_delay_idle set to 0.6 or 0.5 rather than 0.75.
Bear in mind that it controls the AI reacting AT ALL, not just shooting, and it seems a bit silly to jump out in front of some soldiers or aliens and for them literally not notice you until after 3/4 of a second.
why oh why do you have 20 wait commands?
why not just either use “wait 20” or define your own wait alias (I tend to use waiter or mywait) that waits for 20 tics? Putting 20 seperate wait commands is stupid.
Also, why dont you change the -tripatck, -crowatck etc to all point to one alias. Less code redundancy is always handy.
i did use
alias fragwait “wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait”
however for some reason it doesnt throw the grenade, and i couldnt work out why… so i used 20 wait commands… and tbh, just change it if you like, you dont have to use it :S
and for -tripatk/-crowatk… they are the release alias for different weapon on different commmands, how can i use the same code for each???
alias “stopatk” “-attack;lastinv”
alias “-tripatk” “stopatk”
alias “-crowatk” “stopatk”
this would increase the code… in my own config i also removed the wait command in -dj and have a custom grenade sound to help for timing which plays through command
-edit, you are the kinda person which doesnt make me post anything i’ve made, just like to nitpic over anything
i had no problems finished the gmae on hard on how devs intented ot be(one dev said he thought this game is even 2 easy.)
enabling thos dmg is sad to see that some one needs to use cv_cheats…
hope we wont get alot of fakespeed runs.
yeah. You can even give yourself weapons without sv_cheats being on IIRC.
I guess the devs will fix all this when BMDM comes out, since some of it is gamebreaking
Yeah I just tested this. For some reason BM doesn’t like waits inside aliases…just another bug I guess. But that doesnt stop you from using wait 20 instead of 20 wait commands.
The reason I see this as important is, when you have a use alias for the grenade, the crowbar, snarks, satchels and tripmines (yeah, I use the numpad), modifying that code can be a massive bitch. I tend to just use one alias which I reference in all the others, exactly like this
alias “+swap” “+attack”
alias “-swap” “-attack;lastinv”
alias “+gren” “use weapon_frag;+swap”
alias “-gren” “-swap”
alias “+crow” “use weapon_crowbar;+swap”
alias “-crow” “-swap”
etc
Code efficiency is not all about number of lines. The important thing is, if you ever want to modify that alias in the future, you only ever have to do it once
I guess it isn’t that important, but its basically the closest thing we are going to get to function calls with Valve’s config scripting language
Yeah duckjumping doesnt need a wait command. Usually anything that uses ± aliases doesnt need waiting, because the game already waits between the button being pressed and released.
I know from experience how horrible some of the scripting guides are on the net (I started with the terrible one on TF2wiki). I am by no means an expert
for me, i dont agree with doing this, i like to keep each alias seperate incase i want to change something with that individual script, but thats just me i guess
… also i learnt to script when cs/tfc was here “wait xx” didnt exist with those… i didnt know you could do this on source thx
edit -
this is really relevant to what you are trying to achieve, something’s just cant be done simultaneously, even on + - alias’s.
to each his own I guess
also, I removed the swap_weap alias. I was only using it because I bound a key to select swap_weap (the last weapon quickswapped to) at one point. Still can’t remember why. I think it was for testing
Also, I used to have a quickswap for almost every weapon back in the good old HL1 days (grenades, satchels, tripmines, crowbar, etc). You can see how having to copy paste code 5 or 6 times could be frustrating, especially when changing something
EDIT: Anyway, back to the “real” topic at hand. The ONLY gameplay tweak I use is slightly buffing 9mm damage by 1 per bullet. It seems to make the mp5 actually useful.
I’m not sure I agree with this. A second is not a long time, and that’s usually better than MY reaction time when I get blindsided. I’m walking around with my Crowbar out breaking crates, so I smash one and there’s a Vortagon behind it. Now I need to go through the mental process of seeing it, processing what I just saw, recognising it, figuring out what to do, then wrestling with the weapon selection system (terribad design decision there) and THEN maybe shooting it. That’s more than a second, so if the AI takes three quarters of a second to me suddenly dropping in behind it, I’m fine with it.
Here’s a QUESTION, though:
Is it possible to make the AI incapable of seeing me when I’m behind them? Is there some variable that defines their field of view?
https://www.youtube.com/watch?v=B8u1b5YEy9o
I personally feel the python’s firing sound was quite weak so I replaced it with the one from another game.
Is there any way to change lastinv value?? I mean, every time a use a hotkey to the crowbar + attack I dont want to lose the las weapon I used before the crowbar.
I mostly just buff my weapons and the enemy marines up. no sissy aliens are gonna invade our homeworld without getting they’re butts kicked.
lol, you’re so dumb
I have a question about the skills.cfg file, specifically what some of the command lines in there do. In there, I found an entry for “ALIEN SLAVE,” which I assume refers to the Vortagons, and it has a stat called “sk_alien_slave_dispel_time” set to “6.” Could this possibly be the speed of their charge-up attack, or is that its recharge time, instead? I’m looking for a way to slow it down, but I’m willing to believe whoever commented before that this can’t be done if that isn’t it.
Past that, I want to ask if there’s any way to find out how much health the original Half-Life enemies had and how much the original weapons did. I looked through my Steam Folder, but I can’t find where Half-Life: Source is installed and I can’t find where the original Half-Life held its variables.
Good thing you’ve found this. 3 was ridiculously low compared to Half-Life where you had >10< MP5 grenades. Also thanks to AutoDMC for the marines balances.
I found the default crosshair color difficult to see in certain lighting conditions, so I went into the BM config.cfg file and changed the color values, as follows:
This will give you a red crosshair:
crosshair_color_red “255”
crosshair_color_green “0”
crosshair_color_blue “0”
This will give you a green crosshair:
crosshair_color_red “0”
crosshair_color_green “255”
crosshair_color_blue “0”
Max value you can use is 255. Plugging in numbers between 0 and 255 in all three color choices will give you hundreds of results, even magenta, if you’re so inclined.
Take note of the original values should you want to revert back to the default color.
Happy fragging!
thought i’d make 2 fun firing modes with colours =)
alias “xhairblue” “crosshair_color_red 0;crosshair_color_green 0;crosshair_color_blue 255”
alias “xhairgreen” “crosshair_color_red 0;crosshair_color_green 255;crosshair_color_blue 0”
alias “xhairred” “crosshair_color_red 255;crosshair_color_green 0;crosshair_color_blue 0”
alias “xhairorange” “crosshair_color_red 255;crosshair_color_green 153;crosshair_color_blue 51”
alias “xhairyellow” “crosshair_color_red 255;crosshair_color_green 255;crosshair_color_blue 51”
alias “xhairlgreen” “crosshair_color_red 153;crosshair_color_green 255;crosshair_color_blue 102”
alias “xhairlblue” “crosshair_color_red 51;crosshair_color_green 153;crosshair_color_blue 255”
alias “xhairindigo” “crosshair_color_red 51;crosshair_color_green 0;crosshair_color_blue 153”
alias “xhairviolet” “crosshair_color_red 204;crosshair_color_green 0;crosshair_color_blue 153”
alias “xhairdefault” “crosshair_color_red 255;crosshair_color_green 170;crosshair_color_blue 0”
alias “rainbowfire” “rainbowfire1”
alias “rainbowfire1” “xhairred;alias rainbowfire rainbowfire2”
alias “rainbowfire2” “xhairorange;alias rainbowfire rainbowfire3”
alias “rainbowfire3” “xhairyellow;alias rainbowfire rainbowfire4”
alias “rainbowfire4” “xhairlgreen;alias rainbowfire rainbowfire5”
alias “rainbowfire5” “xhairlblue;alias rainbowfire rainbowfire6”
alias “rainbowfire6” “xhairindigo;alias rainbowfire rainbowfire7”
alias “rainbowfire7” “xhairviolet;alias rainbowfire rainbowfire1”
alias “+rainbowfire” “+attack;rainbowfire”
alias “-rainbowfire” “-attack;rainbowfire”
alias “+rainbowfire2” “+attack2;rainbowfire”
alias “-rainbowfire2” “-attack2;rainbowfire”
alias “+colourfire” “xhairred;+attack”
alias “-colourfire” “xhairdefault;-attack”
alias “+colourfire2” “xhairred;+attack2”
alias “-colourfire2” “xhairdefault;-attack2”
bind “” “+rainbowfire” //crosshair has rainbow when pulling and releasing the trigger attack1
bind “” “+rainbowfire2” //crosshair has rainbow when pulling and releasing the trigger attack2
bind “” “+colourfire” //crosshair is yellow, but turns red when firing then back to yellow again, attack1
bind “” “+colourfire2” //crosshair is yellow, but turns red when firing then back to yellow again, attack2
edit - also added cvar xhairdefault for original colours, there is also a cvar crosshair_color_alpha which is transparency, 0=cant see 1-255=see through 255= not transparent
Still trying to figure out how to change smg’s the 4-round burst into a single or two-round one. Anyone got any clues?
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