Difference between revisions of "User:Joeun/Sandbox/2/ko"

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{{Quotation|'''The Engineer''' after using his [[sentry jump]] script|This thing ain't on auto-pilot, son!|sound=Engineer_wranglekills01.wav}}
 
'''Scripting''' is the use of configuration files ({{code|.cfg}}) mainly to create new keybinds and aliases, automating complex behaviors and [[console]] command sequences. Unlike [[hacking]], scripting is built into ''Team Fortress 2'' and is not banned by VAC ([[Valve Anti-Cheat]]). Uses of scripting vary from simply binding a key to a command to self-referential loops and nested aliases that redefine one another. Any functionality that can be created with scripting can also be accomplished without it, but scripting allows these functionalities to be used in the heat of battle.
 
  
== Scripting Commands ==
 
The following is a list of commands which have no use apart from scripting; they do not influence gameplay directly.
 
 
=== Bind ===
 
The simplest command is the bind command. It will cause a certain key to execute a certain action, whether that action is a setting, a command, or a script.
 
 
<pre>bind [KEY] [COMMAND]</pre>
 
Quotes can be optionally placed around the key and/or the command. However, the commands will need to have quotes when it has spaces in between the values and the command, so that the console can interpret it as one command. An example would be bind mouse1 "say texthere", where quotes are needed around "say texthere" because of the space between the two phrases.
 
 
<pre>bind [KEY] "[COMMAND 1];[COMMAND 2];[COMMAND 3]"</pre>
 
Quotes can be optionally placed around the key, but must be present around the commands, as the console will not interpret consecutive commands if quotes are not present.
 
 
''Note:'' The command <pre>say "Example Text"</pre> is correct, but <pre>bind <KEY> "say "Example Text""</pre> is not. This is because the quotes are misinterpreted, and quotes inside of quotes are unnecessary due to commands automatically stopping at every semicolon.
 
 
Binds come in two forms:
 
<pre>bind e "voicemenu 0 0"</pre>
 
This bind will make the player call for a Medic when they press {{key|E}}.
 
 
<pre>bind w +forward</pre>
 
This bind will make the player move forward while they have {{key|W}} held down.
 
 
=== Toggle ===
 
This command allows a setting to be toggled between two or more values.
 
 
<pre>toggle sv_cheats 0 1</pre>
 
 
=== Bindtoggle ===
 
This works identically to toggle, but binds it to a key.
 
 
<pre>bindtoggle o sv_cheats 0 1</pre>
 
:''Note:'' If no value is specified, toggle and bindtoggle default to switching between 0 and 1.
 
For both Toggle and Bind Toggle, ensure that the values given are outside the inverted commas. ("example" 0 1)
 
 
=== Incrementvar ===
 
This allows for variables to be increased or decreased repeatedly by a set amount.
 
 
<pre>bind MWHEELUP "incrementvar fov_desired 75 90 1"
 
bind MWHEELDOWN "incrementvar fov_desired 75 90 -1"</pre>
 
This will cause the [[field of view]] to increase when scrolling up, and to decrease when scrolling down
 
:''Note:'' Incrementvar will cause the value to wrap around if it gets too large or too small. In this example, once the field of view hits 90, it will drop down to 75, and vice-versa.
 
 
=== Alias ===
 
An alias allows multiple commands to be referenced by a single command. This is effectively shorthand, and it is most useful when a series of commands need to be called multiple times.
 
:''Note:'' Alias names cannot contain spaces. They may contain underscores, numbers, and symbols. Alias names are case-sensitive.
 
 
<pre>alias Call_For_Medic "Voicemenu 0 0"
 
bind "e" "Call_For_Medic"</pre>
 
This script functions the same with a simple bind, meaning that when the player presses {{key|E}}, they will call for a Medic.
 
 
:''Note:'' An alias can have a + symbol in front of it (e.g. +Diagonal), it will execute the - version afterwards (e.g. -Diagonal). This can be useful for movement binds.
 
 
<pre>alias "+Diagonal" "+moveleft; +back"
 
alias "-Diagonal" "-moveleft; -back"
 
bind "z" "+Diagonal"</pre>
 
This script allows the player to move diagonally. Here, pressing {{key|Z}} will cause the player to move diagonally backward and left.
 
 
:'''Warning: The following code will not work!'''
 
<pre>bind "z" "+moveleft; +back"</pre>
 
Although pressing {{key|Z}} will cause the player to move backward and left, the game engine does not invert the +back command due to it being a second command, and releasing {{key|Z}} will not cause the player to stop backing up.
 
 
===Exec===
 
This command will execute another file. This means that complex scripts can be stored in other files, so as not to clutter up more general files.
 
 
<pre>exec autoexec.cfg</pre>
 
This script will execute the player's autoexec script.
 
 
=== Echo ===
 
This command will cause text to be printed to the console. This is very useful for debugging.
 
 
<pre>echo Scripting is; echo very useful</pre>
 
This will print out <code>Scripting is</code> and <code>very useful</code> on ''two separate lines''. This is because a newline is added to the end of any text passed to <code>echo</code>. Spaces are only parsed if they are between words, or if the echoed text is between quotes, as in the next example:
 
 
<pre>echo " Scripting is very useful.  "</pre>
 
The extra spaces will be printed out, since the string is delimited by quotation marks.
 
:''Note:'' It is not possible to print out the " character, as its meaning will be misinterpreted. However, you can print single quotes: that is, the ' character.
 
:''Note:'' Echo occasionally will misprint strings that are not delimited by quotation marks. As a general rule of thumb, it is better to enclose what you wish to print within quotation marks. It also makes it easier to read for humans.
 
 
=== Wait ===
 
This command will make the game wait a given number of frames before executing the next command.
 
:''Note:'' The amount of real time this corresponds to depends on the server's tickrate.
 
:'''Warning: Wait commands are disabled on certain servers. This will cause certain scripts to fail, and may (in semi-rare cases) cause the game to crash. See [[#Wait-testing|Wait Testing]] for help to protect against this.'''
 
 
<pre>echo Why did the chicken cross the road?;wait 66;echo To get to the other side!</pre>
 
This script will wait 66 ticks (1 second on most servers) before printing the punchline.
 
 
== Class-specific CFG Files ==
 
When switching to a certain class, the game executes the corresponding CFG file (if it exists), named after the given class.
 
<pre>
 
scout.cfg
 
soldier.cfg
 
pyro.cfg
 
demoman.cfg
 
heavyweapons.cfg
 
engineer.cfg
 
medic.cfg
 
sniper.cfg
 
spy.cfg
 
</pre>
 
This automation lets the player have different keybinds and game settings for each class.
 
 
== Launch Options ==
 
Launch options can be used to change how TF2 runs, both performance wise and functionality wise. Please see {{vdc|Command Line Options|Command Line Options}} for a comprehensive list of launch options
 
 
== Set Launch Options ==
 
[[File:Setting Launch Options.png|thumb|none|A visual guide on how to set launch options (indicated by the red circles).]]
 
# Right-click on the game title under the '''Library''' in Steam and select '''Properties'''.
 
# Under the '''General''' tab click the '''Set launch options...''' button.
 
# Enter the launch options you wish to apply (be sure to separate each code with a space) and click '''OK'''.
 
# Close the game's '''Properties''' window and launch the game.
 
 
=== Resolution ===
 
Launch Option: -w # -h #
 
:''Description:'' Replace the hashtag with the number of your desired resolution.
 
 
=== High ===
 
Launch Option: -high
 
:''Description:'' This launch option tells your CPU to run the game in High Priority Mode.
 
: [[File:Warning red.png|25px]] Warning: Use extreme care when using the high-priority mode, because a high-priority mode application can use nearly all available CPU time.<ref>https://docs.microsoft.com/nl-nl/windows/win32/api/processthreadsapi/nf-processthreadsapi-setpriorityclass</ref>
 
 
=== Mouse Acceleration ===
 
Launch Option 1: -noforcemaccel and
 
Launch Option 2: -noforcemspd
 
:''Description:'' Using both of these will remove all mouse acceleration, it's required if you want a guaranteed raw input, which is the best thing.
 
 
=== Launch Video ===
 
Launch Option: -novid
 
:''Description:'' This removes the Valve launch-video shown when the game is started, which decreases loading times.
 
 
=== DirectX ===
 
Launch Option: -dxlevel #
 
:''Description:'' On Windows, replace the hashtag with either 80, 81, 90, 95 or 100. Note that a high value on lower-end hardware may lower frames-per-second, and vice versa. On Mac or Linux, 90 or 92 should be used. These launch options should be added to first launch, and then removed.
 
 
=== Windowed Mode ===
 
Launch Option 1: -windowed or -sw and
 
Launch Option 2: -noborder
 
:''Description:'' When used together, the game will run in a borderless window. This will increase the game's stability by letting you alt+tab the fastest at the cost of some performance and increased input lag.
 
 
== List of key names ==
 
Hover over a key to see its scripting name. Names are not case-sensitive.
 
{|
 
! width="45%" <!-- Main Keyboard -->|
 
! width="03%" <!-- Spacing      -->|
 
! width="25%" <!-- Special Keys  -->|
 
! width="01%" <!-- Spacing      -->|
 
! width="25%" <!-- Keypad 1      -->|
 
! width="05%" <!-- Keypad 2      -->|
 
|-
 
|
 
{{tooltip|{{key|ESC}}|ESCAPE}}
 
{{tooltip|{{key|F1}}|F1}}
 
{{tooltip|{{key|F2}}|F2}}
 
{{tooltip|{{key|F3}}|F3}}
 
{{tooltip|{{key|F4}}|F4}}
 
{{tooltip|{{key|F5}}|F5}}
 
{{tooltip|{{key|F6}}|F6}}
 
{{tooltip|{{key|F7}}|F7}}
 
{{tooltip|{{key|F8}}|F8}}
 
{{tooltip|{{key|F9}}|F9}}
 
{{tooltip|{{key|F10}}|F10}}
 
{{tooltip|{{key|F11}}|F11}}
 
{{tooltip|{{key|F12}}|F12}}
 
 
{{tooltip|{{key|` &nbsp;}}|`}}
 
{{tooltip|{{key|1}}|1}}
 
{{tooltip|{{key|2}}|2}}
 
{{tooltip|{{key|3}}|3}}
 
{{tooltip|{{key|4}}|4}}
 
{{tooltip|{{key|5}}|5}}
 
{{tooltip|{{key|6}}|6}}
 
{{tooltip|{{key|7}}|7}}
 
{{tooltip|{{key|8}}|8}}
 
{{tooltip|{{key|9}}|9}}
 
{{tooltip|{{key|0}}|0}}
 
{{tooltip|{{key|-}}|-}}
 
{{tooltip|{{key|{{=}}}}|{{=}}}}
 
{{tooltip|{{key|← Backspace}}|BACKSPACE}}
 
 
{{tooltip|{{key|TAB}}|TAB}}
 
{{tooltip|{{key|Q}}|Q}}
 
{{tooltip|{{key|W}}|W}}
 
{{tooltip|{{key|E}}|E}}
 
{{tooltip|{{key|R}}|R}}
 
{{tooltip|{{key|T}}|T}}
 
{{tooltip|{{key|Y}}|Y}}
 
{{tooltip|{{key|U}}|U}}
 
{{tooltip|{{key|I}}|I}}
 
{{tooltip|{{key|O}}|O}}
 
{{tooltip|{{key|P}}|P}}
 
{{tooltip|{{key|[}}|[}}
 
{{tooltip|{{key|]}}|]}}
 
{{tooltip|{{key|\ &nbsp; &nbsp; &nbsp;}}|\}}
 
 
{{tooltip|{{key|⇪ Caps}}|CAPSLOCK}}
 
{{tooltip|{{key|A}}|A}}
 
{{tooltip|{{key|S}}|S}}
 
{{tooltip|{{key|D}}|D}}
 
{{tooltip|{{key|F}}|F}}
 
{{tooltip|{{key|G}}|G}}
 
{{tooltip|{{key|H}}|H}}
 
{{tooltip|{{key|J}}|J}}
 
{{tooltip|{{key|K}}|K}}
 
{{tooltip|{{key|L}}|L}}
 
{{tooltip|{{key|;}}|SEMICOLON}}
 
{{tooltip|{{key|' &nbsp;}}|'}}
 
{{tooltip|{{key|Enter ↵}}|ENTER}}
 
 
{{tooltip|{{key|Shift &nbsp; &nbsp;}}|SHIFT}}
 
{{tooltip|{{key|Z}}|Z}}
 
{{tooltip|{{key|X}}|X}}
 
{{tooltip|{{key|C}}|C}}
 
{{tooltip|{{key|V}}|V}}
 
{{tooltip|{{key|B}}|B}}
 
{{tooltip|{{key|N}}|N}}
 
{{tooltip|{{key|M}}|M}}
 
{{tooltip|{{key|, &nbsp;}}|,}}
 
{{tooltip|{{key|. &nbsp;}}|.}}
 
{{tooltip|{{key|/ &nbsp;}}|/}}
 
{{tooltip|{{key|Shift &nbsp; &nbsp; &nbsp; &nbsp;}}|RSHIFT}}
 
 
{{tooltip|{{key|Ctrl &nbsp;}}|CTRL}}
 
{{tooltip|{{key|⊞}}|LWIN}}
 
{{tooltip|{{key|Alt}}|ALT}}
 
{{tooltip|{{key|&nbsp; &nbsp; &nbsp; Spacebar &nbsp; &nbsp; &nbsp;}}|SPACE}}
 
{{tooltip|{{key|⊞}}|RWIN}}
 
{{tooltip|{{key|Alt}}|RALT}}
 
{{tooltip|{{key|Menu}}|Cannot be bound}}
 
{{tooltip|{{key|Ctrl &nbsp; &nbsp;}}|RCTRL}}
 
 
|<!-- Spacing -->
 
|
 
{{tooltip|{{key|PrtScn}}|Cannot be bound}}
 
{{tooltip|{{key|ScrLk}}|SCROLLLOCK}}
 
{{tooltip|{{key|Pause}}|NUMLOCK}}
 
 
{{tooltip|{{key|Insert &nbsp;}}|INS}}
 
{{tooltip|{{key|Home}}|HOME}}
 
{{tooltip|{{key|PgUp}}|PGUP}}
 
 
{{tooltip|{{key|Delete}}|DEL}}
 
{{tooltip|{{key|&nbsp; End &nbsp;}}|END}}
 
{{tooltip|{{key|PgDn}}|PGDN}}
 
 
 
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;{{tooltip|{{key|&uarr;}}|UPARROW}}
 
 
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {{tooltip|{{key|&larr;}}|LEFTARROW}}
 
{{tooltip|{{key|&darr;}}|DOWNARROW}}
 
{{tooltip|{{key|&rarr;}}|RIGHTARROW}}
 
|<!-- Spacing -->
 
|
 
 
{{Scripting Numpad}}
 
|}
 
 
{|
 
! align="left"| Mouse Button
 
! Name of Keybind
 
|-
 
| Scroll Up
 
| MWHEELUP
 
|-
 
| Scroll Down
 
| MWHEELDOWN
 
|-
 
| Left Click
 
| MOUSE1
 
|-
 
| Right Click
 
| MOUSE2
 
|-
 
| Wheel Click
 
| MOUSE3
 
|-
 
| Left Button Click (forward)
 
| MOUSE4
 
|-
 
| Right Button Click (back)
 
| MOUSE5
 
|}
 
 
== Useful commands ==
 
{{Main|vdc:List of TF2 console commands and variables|l1=List of TF2 console commands and variables}}
 
 
===Disguising===
 
The <code>disguise</code> command takes two arguments, the first being the class and the second being the team.
 
:'''Class'''
 
:1. Scout
 
:2. Sniper
 
:3. Soldier
 
:4. Demoman
 
:5. Medic
 
:6. Heavy
 
:7. Pyro
 
:8. Spy
 
:9. Engineer
 
 
:'''Team'''
 
:1. BLU team
 
:2. RED team
 
:-1. Opposite team
 
:-2. Same team
 
 
Thus, <code>disguise 5 1</code> would disguise as a BLU Medic and <code>disguise 7 -2</code> would disguise as a friendly Pyro.
 
:''Note:'' <code>disguise 8 -2</code> (Friendly Spy) will cause the player to un-disguise.
 
:''Note:'' Any collection of characters and/or numbers after the class number that are not 1, 2, -1, or -2 will default the disguise to RED team, regardless of the player's current team. For example, <code>disguise 1 3</code> will disguise the Spy as a RED Scout, but <code>disguise 8 3</code> will not undisguise a RED Spy.
 
 
=== Buildings ===
 
The <code>build</code> and <code>destroy</code> commands each take two arguments, the first being the building and the second being the building type. The second argument is only required if it is not <code>0</code>, and is currently only used to differentiate between teleporter entrances and exits.
 
 
The <code>build</code> command will pull up the blueprint to place a building, with an exception of the Sapper, which is wielded.
 
:<code>build 0 0</code> will build a [[Dispenser]] <small>(Engineer only)</small>
 
:<code>build 1 0</code> will build a [[teleporter entrance]] <small>(Engineer only)</small>
 
:<code>build 1 1</code> will build a [[teleporter exit]] <small>(Engineer only)</small>
 
:<code>build 2 0</code> will build a [[Sentry Gun]] <small>(Engineer only)</small>
 
:<code>build 3 0</code> will build a [[Sapper]] <small>(Spy only)</small>
 
 
Similarly, the <code>destroy</code> command will destroy buildings.
 
:<code>destroy 0 0</code> will destroy a Dispenser <small>(Engineer only)</small>
 
:<code>destroy 1 0</code> will destroy a teleporter entrance <small>(Engineer only)</small>
 
:<code>destroy 1 1</code> will destroy a teleporter exit <small>(Engineer only)</small>
 
:<code>destroy 2 0</code> will destroy a Sentry Gun <small>(Engineer only)</small>
 
:''Note:'' Sappers cannot be destroyed.
 
 
It is possible to use the old <code>build</code> commands, which used only one argument.
 
:<code>build 0</code> will build a Dispenser <small>(Engineer only)</small>
 
:<code>build 1</code> will build a teleporter entrance <small>(Engineer only)</small>
 
:<code>build 2</code> will build a Sentry Gun <small>(Engineer only)</small>
 
:<code>build 3</code> will build a teleporter exit <small>(Engineer only)</small>
 
:<code>build 3</code> will build a Sapper <small>(Spy only) [deprecated]</small>
 
 
=== Voice Menu ===
 
The <code>voicemenu</code> command takes two arguments, the menu number and the command number.
 
*<code>voicemenu 0</code>
 
*:0: {{botignore|MEDIC!}}
 
*:1: Thanks!
 
*:2: Go! Go! Go!
 
*:3: Move Up!
 
*:4: Go Left
 
*:5: Go Right
 
*:6: Yes
 
*:7: No
 
*:8: Pass To Me!
 
*<code>voicemenu 1</code>
 
*:0: Incoming
 
*:1: Spy!
 
*:2: Sentry Ahead!
 
*:3: Teleporter Here
 
*:4: Dispenser Here
 
*:5: Sentry Here
 
*:6: Activate Charge!
 
*:7: {{botignore|MEDIC: ÜberCharge Ready}}
 
*:8: Pass To Me!
 
*<code>voicemenu 2</code>
 
*:0: Help!
 
*:1: Battle Cry
 
*:2: Cheers
 
*:3: Jeers
 
*:4: Positive
 
*:5: Negative
 
*:6: Nice Shot
 
*:7: Good Job
 
 
:''Note'': If you wish to display the voicemenu, rather than fire the <code>voicemenu <num> <num></code> message, the command is <code>voice_menu_<num></code>: where <num> is a number between 1 and 3, and takes no arguments. For instance, to display the first voicemenu, one would run the command <code>voice_menu_1</code>.
 
 
=== Eureka Teleport ===
 
The <code>eureka_teleport</code> can teleport an Engineer holding the [[Eureka Effect]] to their spawn or teleporter exit.
 
*<code>eureka_teleport 0</code> will teleport the player to their spawn
 
*<code>eureka_teleport 1</code> will teleport the player to their [[teleporter exit]]
 
 
The player will see "Unknown command" in their [[console]] even though the command works.
 
 
=== Assorted ===
 
*<code>clear</code> will clear the console of any information.
 
*<code>alias</code> will list all currently defined aliases.
 
*<code>fov_desired (20-90)</code> will set the [[field of view]].
 
*<code>viewmodel_fov </code> will set the FOV for weapon models. It ranges by default from 54 to 70.
 
*<code>r_drawviewmodel (0/1)</code> will show (1) or hide (0) weapon models.
 
*<code>lastdisguise</code> will cause the player to re-disguise as their last disguise. <small>(Spy only)</small>
 
*<code>load_itempreset (0-3)</code> will load a particular loadout preset [A, B, C, D].
 
*<code>say message</code> will send a message to public chat.
 
*<code>say_team message</code> will send a message to team chat.
 
*<code>say_party message</code> will send a message to party chat.
 
*<code>+taunt</code> will open the player's taunt loadout.
 
*<code>+use_action_slot_item</code> will cause the player to use their action slot item.
 
*<code>volume (0-1)</code> will change the in-game volume.
 
*<code>taunt_by_name (name)</code> will run a specified taunt, given the exact name of a taunt in the player's current taunt loadout, without opening the taunt menu.
 
 
== Advanced Scripting Techniques ==
 
=== Toggles ===
 
It is possible to bind a key to toggle a command which would otherwise be a press and hold command.
 
 
<pre>bind w toggle_movement
 
alias toggle_movement enable_movement
 
alias enable_movement "alias toggle_movement disable_movement;+forward"
 
alias disable_movement "alias toggle_movement enable_movement;-forward"</pre>
 
This script will cause a press of {{key|W}} to keep the player moving forward until {{key|W}} is pressed again.
 
 
=== Key combinations ===
 
It is possible to create a script where pressing one button while another is held down will change the action of the first button.
 
 
<pre>bind e call
 
alias call Call_For_Medic
 
alias Call_For_Medic "voicemenu 0 0"
 
alias Call_For_Ubercharge "voicemenu 1 6"</pre>
 
At this point, the script will mean that every time {{key|E}} is pressed, the player will call for a Medic. It also has an unused alias to call for an [[Ubercharge]].
 
<pre>bind shift +toggleState
 
alias +toggleState "alias call Call_For_Ubercharge"
 
alias -toggleState "alias call Call_For_Medic"</pre>
 
Now, pressing {{Key|Shift}} will redirect <code>call</code> to ask for an ubercharge. Releasing {{Key|Shift}} will make <code>call</code> point back at a Medic call.
 
When {{Key|Shift|E}} is pressed, the player will call for an Ubercharge, rather than for a Medic.
 
If you want multiple key combination binds connected to the same toggle key you will have to repeat the first step listed before.
 
<pre>bind f thank
 
alias thank Thank_Player
 
alias Thank_Player "voicemenu 0 1"
 
alias Good_Work "voicemenu 2 7"</pre>
 
After this add the same command as what happened in the second step, but alongside the already used command.
 
<pre>bind shift +toggleState
 
alias +toggleState "alias call Call_For_Ubercharge;alias thank Thank_Player"
 
alias -toggleState "alias call Call_For_Medic;alias thank Good_Work"</pre>
 
Overall the script should look like:
 
<pre>bind e call
 
alias call Call_For_Medic
 
alias Call_For_Medic "voicemenu 0 0"
 
alias Call_For_Ubercharge "voicemenu 1 6"
 
 
bind f thank
 
alias thank Thank_Player
 
alias Thank_Player "voicemenu 0 1"
 
alias Good_Work "voicemenu 2 7"
 
 
bind shift +toggleState
 
alias +toggleState "alias call Call_For_Ubercharge;alias thank Thank_Player"
 
alias -toggleState "alias call Call_For_Medic;alias thank Good_Work"</pre>
 
 
=== Wait-testing ===
 
Since the <code>wait</code> command is integral to some scripts, it may be necessary to test to see if a server has disabled the command.
 
 
<pre>alias waitTester "alias waitTest waitPositive;wait;waitTest"
 
alias wait "alias waitTest waitNegative"
 
alias waitPositive "echo Wait is enabled on this server.;exec waitPositive.cfg"
 
alias waitNegative "echo Wait is DISABLED on this server!;exec waitNegative.cfg"
 
waitTester</pre>
 
This script relies on the fact that if the wait command is disabled on a server, the alias named <code>wait</code> can be defined by the user. Thus, the script creates an alias named <code>waitTest</code> which by default points to <code>waitPositive</code>, but if <code>wait</code> is not allowed (and can thus be defined by the user), will be redirected to <code>waitNegative</code>.
 
 
=== Loops ===
 
:'''Warning: Loops which run without a wait command will cause the TF2 client to hang. It is highly suggested to run a looping script only after a wait testing script.'''
 
It is generally considered bad form to have one alias point to itself, as although the loop can be broken out of, it cannot be reset. Therefore, looping scripts tend to include two parts to the loop: The part that waits, and the part that loops.
 
 
<pre>bind g loopKey
 
alias loopKey startLoop
 
alias startLoop "alias loopKey stopLoop;+attack;alias redirect loop;loop"
 
alias stopLoop "-attack;alias redirect;alias loopKey startLoop"
 
alias loop "+left;wait 33;-left;+right;wait 33;-right;redirect"</pre>
 
 
This script will start looping once {{Key|G}} is pressed. It begins by firing, and then switches the player's view back and forth every 33 frames (half of a second on most servers). Pressing {{Key|G}} would cause the next iteration of the loop to stop, also stopping the firing.
 
 
=== Sequences ===
 
<pre>alias +pyrocombo "slot1;+attack;wait 32;slot2"
 
alias -pyrocombo "-attack;slot1"</pre>
 
This script will create two aliases, one to start a sequence, and one to end it. The sequence will switch to a Pyro's [[Degreaser]] and fire for 32 ticks, before switching to the [[Panic Attack]] and shooting until the button is no longer held. Sequences can also be made like this:
 
<br><pre>alias quickscope "slot1;+attack2;wait 32;+attack;wait 16;-attack;-attack2"</pre>
 
This script will create a sequence alias, that once activated will cause the Sniper to quick-scope his [[Sniper Rifle]]; by executing the long string of commands called a sequence.
 
Sequences are useful in making scripts, and learning how to make one will help in the long run of scripting.
 
 
=== Cycles ===
 
A cycle is toggle script where there are a minimum of 3 possible options, which loop (ex, 1, 2, 3, 1). Example:
 
<pre>
 
alias Fov_Cycle Fov1
 
alias Fov1 "alias Fov_Cycle Fov2;fov_desired 70"
 
alias Fov2 "alias Fov_Cycle Fov3;fov_desired 80"
 
alias Fov3 "alias Fov_Cycle Fov1;fov_desired 90"
 
 
bind o Fov_Cycle
 
</pre>
 
This script makes it so pressing the {{Key|O}} key, FOV values switch between 70, 80, and 90.
 
 
=== Selection addons ===
 
A selection script is built onto a cycle to make it more intuitive. Selection scripts allow cycling upwards and downwards, ultimately giving more control for selecting which command(s) to run.
 
<pre>
 
alias CondC_UP Cond1
 
alias CondC_DOWN Cond5
 
alias ApplyCond ApplyCond33
 
alias ApplyCond33 "addcond 33"
 
alias ApplyCond49 "addcond 49"
 
alias ApplyCond72 "addcond 72"
 
alias ApplyCond74 "addcond 74"
 
alias ApplyCond90 "addcond 90"
 
alias Cond1 "alias CondC_UP Cond2;alias CondC_DOWN Cond5;alias ApplyCond ApplyCond33"
 
alias Cond2 "alias CondC_UP Cond3;alias CondC_DOWN Cond1;alias ApplyCond ApplyCond49"
 
alias Cond3 "alias CondC_UP Cond4;alias CondC_DOWN Cond2;alias ApplyCond ApplyCond72"
 
alias Cond4 "alias CondC_UP Cond5;alias CondC_DOWN Cond3;alias ApplyCond ApplyCond74"
 
alias Cond5 "alias CondC_UP Cond1;alias CondC_DOWN Cond4;alias ApplyCond ApplyCond90"
 
</pre>
 
This gives more control in what conditions to add to the player. This also allows for better freedom of selection and ease of use, as it makes scrolling through options in the cycle possible.
 
 
=== Randomization ===
 
Randomization is a strange and niche feature. Randomization is rarely used, as most processes aren't as useful when randomized. However, randomization can be useful for chat binds, such as for trade advertising.
 
 
'''Note: Due to the nature of TF2's scripting, this section will be considerably long. If you don't already have an understanding of how cycles work, the information presented may not be relevant.'''
 
<pre>
 
alias call f1
 
alias cycle c2
 
 
alias c1 "alias cycle c2;alias call f1"
 
alias c2 "alias cycle c3;alias call f2"
 
alias c3 "alias cycle c4;alias call f3"
 
alias c4 "alias cycle c5;alias call f4"
 
alias c5 "alias cycle c1;alias call f5"
 
 
alias f1 "say 1"
 
alias f2 "say 2"
 
alias f3 "say 3"
 
alias f4 "say 4"
 
alias f5 "say 5"
 
 
alias +w "+forward;cycle"
 
alias -w "-forward;cycle"
 
alias +a "+moveleft;cycle"
 
alias -a "-moveleft;cycle"
 
alias +s "+back;cycle"
 
alias -s "-back;cycle"
 
alias +d "+moveright;cycle"
 
alias -d "-moveright;cycle"
 
 
bind o call
 
bind w +w
 
bind a +a
 
bind s +s
 
bind d +d
 
</pre>
 
This script is assigning and resigning multiple alias values. When any of the {{key|WASD}} keys are pressed, the cycle command is ran, which moves the cycle command to the next value in the cycle and sets the "call" command to a value corresponding to the cycle number. This is based on the player's movement, and only changes values if the player is moving. It is possible to make this randomizer more effective by using other various techniques stated here (ex. Loops), but this example is for demonstration purposes only.
 
 
=== Timed action ===
 
Timed or held actions trigger when a button is pressed down for a certain amount of time. Timed actions can be used in situations where a script or command shouldn't be instantly ran the moment a button is pressed (ex. accidentally pressing a disconnect bind).
 
 
<pre>
 
alias "+ti_zoom" "alias zoom_con zoomOn; wait 132; zoom_con"
 
alias "-ti_zoom" "zoomOff; alias zoom_con ; rb_tizoom-M4"
 
alias "rb_tizoom-M4" "unbind mouse4; wait 132; bind mouse4 +ti_zoom"
 
alias "zoomOn" "fov_desired 20; r_drawviewmodel 0"
 
alias "zoomOff" "fov_desired 90; r_drawviewmodel 1"
 
bind "mouse4" "+ti_zoom"
 
</pre>
 
 
Pressing (and immediately releasing) {{key|Mouse 4}} with this script loaded will have no noticeable effect, however holding down {{key|Mouse 4}} for 2 seconds will cause the script to lower the FOV to 20, and hide viewmodels. Letting go of {{key|Mouse 4}} at any point will undo these changes by setting the FOV to 90 and unhiding viewmodels.
 
 
This works because of the use of + and - aliases. Pressing the key <code>+ti_zoom</code> is bound to will redefine <code>zoom_con</code> to activate the script, and if left pressed for the <code>wait</code> duration will execute the script. However, if the button is released, <code>zoom_con</code> is redefined to do nothing. The key is then "disabled" by being unbound for the same <code>wait</code> duration, and rebound afterwards to restore use of the key.
 
 
'''Note:''' Rebinding of the key is technically redundant, as the script will not execute the timed action if the button is unpressed. However, if the button is pressed multiple times it is possible to execute the timed action if the confirmation alias (in this case, <code>zoom_con</code> is properly defined as any of the presses would execute it. Unbinding the key for the same duraiton of the original <code>wait</code> delay ensures that the effect can't be triggered if the button is rapidly pressed.
 
 
=== Basic Conditionals ===
 
The basic conditional allows a script to change its behavior without running an entirely new script. By making use of a dummy alias it is possible to change the outcome of an input based on other inputs. Basic conditionals can support potentially infinitely many checks on the state of other commands, however it's unlikely that a script would need more than a few checks per conditional.
 
 
A very basic example of a conditional may look like:
 
<pre>
 
alias "check_test" "check1; check2; test"
 
alias "check1" ""
 
alias "check2" ""
 
alias "test" "success"
 
 
alias "fail_check" "alias test failure"
 
 
alias "success" "echo SUCCESS!"
 
alias "failure" "alias test success; echo FAILURE!"
 
 
alias "+k" "alias check1 fail_check"
 
alias "-k" "alias check1"
 
alias "+j" "alias check2 fail_check"
 
alias "-j" "alias check2"
 
 
bind "l" "check_test"
 
bind "j" "+j"
 
bind "k" "+k"
 
</pre>
 
 
The main function of this script is the <code>check_test</code> alias. When ran, this alias checks the other 2 conditionals, and if the checks succeed it runs the <code>success</code> alias. However, if one of the checks fails, the dummy alias <code>test</code> is pointed to run the <code>failure</code> alias. Simply put, when a check succeeds the checking command doesn't redirect the alias <code>test</code> is pointing to. If a check fails, it redirects the <code>test</code> alias to the alias storing the code to run when the check fails.
 
 
In this case, pressing the button {{key|L}} without pressing either {{key|J}} or {{key|K}}, the check succeeds and prints <code>SUCCESS!</code> to the console. When pressing and holding either {{key|J}} or {{key|K}} and then pressing {{key|L}}, the check will fail and print <code>FAILURE!</code> to the console.
 
 
A real world example of basic conditionals:
 
<pre>
 
// Change the crosshair color when moving around
 
 
alias "+w" "+forward; press_w"
 
alias "+a" "+moveleft; press_a"
 
alias "+s" "+back; press_s"
 
alias "+d" "+moveright; press_d"
 
alias "-w" "-forward; unpress_w"
 
alias "-a" "-moveleft; unpress_a"
 
alias "-s" "-back; unpress_s"
 
alias "-d" "-moveright; unpress_d"
 
 
alias "press_w" "alias check_w pressed_w; chc_forward"
 
alias "press_a" "alias check_a pressed_a; chc_left"
 
alias "press_s" "alias check_s pressed_s; chc_back"
 
alias "press_d" "alias check_d pressed_d; chc_right"
 
alias "unpress_w" "alias check_w unpressed; check_none"
 
alias "unpress_a" "alias check_a unpressed; check_none"
 
alias "unpress_s" "alias check_s unpressed; check_none"
 
alias "unpress_d" "alias check_d unpressed; check_none"
 
 
alias "check_w" "unpressed"
 
alias "check_a" "unpressed"
 
alias "check_s" "unpressed"
 
alias "check_d" "unpressed"
 
 
alias "pressed_w" "dchk_fail; chc_forward"
 
alias "pressed_a" "dchk_fail; chc_left"
 
alias "pressed_s" "dchk_fail; chc_back"
 
alias "pressed_d" "dchk_fail; chc_right"
 
alias "unpressed" ""
 
 
alias "check_none" "check_s; check_a; check_d; check_w; dmy_check"
 
alias "dmy_check" "chc_success"
 
 
alias "dchk_fail" "alias dmy_check chc_failure"
 
alias "dchk_reset" "alias dmy_check chc_success"
 
 
alias "chc_failure" "dchk_reset"
 
alias "chc_success" "chc_default"
 
 
alias "chc_default" "color0"
 
alias "chc_forward" "color1"
 
alias "chc_left" "color2"
 
alias "chc_back" "color3"
 
alias "chc_right" "color4"
 
 
// Binds
 
bind "w" "+w"
 
bind "a" "+a"
 
bind "s" "+s"
 
bind "d" "+d"
 
 
// Colors
 
alias "color0" "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0"        // Default color when not moving
 
alias "color1" "cl_crosshair_red 0; cl_crosshair_green 0; cl_crosshair_blue 255"        // Color when moving forward
 
alias "color2" "cl_crosshair_red 255; cl_crosshair_green 0; cl_crosshair_blue 255"      // Color when moving left
 
alias "color3" "cl_crosshair_red 128; cl_crosshair_green 212; cl_crosshair_blue 255"    // Color when moving back
 
alias "color4" "cl_crosshair_red 255; cl_crosshair_green 140; cl_crosshair_blue 25"    // Color when moving right
 
</pre>
 
 
This script will change the color of the user's crosshair as they walk around with the {{key|WASD}} keys. An important note this script takes advantage of is that when a check fails it can do several things instead of just changing the dummy command for testing. When a check fails the crosshair will change colors, and also change the dummy command to fail the check. This means when several buttons are unpressed, the crosshair's color will properly change to the most recently pressed key.
 
 
== Commenting ==
 
As scripts get longer, the need for well-named aliases grows. However, it is not always sufficient to explain what an alias does simply by its name. Adding a pair of forward slashes (//) will turn the rest of the line into a comment–it will not execute any actions on the text.
 
 
<pre>voicemenu 1 6 //Activate Charge!</pre>
 
Since it is not obviously clear what the voice command is, a comment can explain it.
 
 
== Noteworthy scripts ==
 
There are several notable scripts that have affected gameplay. Some of these are patched out, while others remain functional.
 
 
=== Patched scripts ===
 
==== Pistol scripts ====
 
Originally, the [[Pistol]] could be fired almost as fast as the human hand could press a key. Scripts were created to simulate this rapid pressing by holding down a single key.
 
 
{{Patch name|8|13|2009}}: The Pistol now fires at a fixed rate, not based on the speed of pressing the fire button.
 
==== Chargin' Targe turn scripts ====
 
Originally, the keyboard commands to turn left and right were not treated the same as the mouse commands. The [[Chargin' Targe]] was the first weapon to create a restriction on how quickly a player could turn, therefore Valve put a limit on mouse turn-speed, yet forgot to apply the same restriction to the keyboard command that resulted in the same action. Scripts were created to rebind the turning controls when a player charged, circumventing this restriction.
 
 
{{Patch name|6|23|2011}}: Fixed an exploit with the Chargin' Targe that allowed greater turning control than intended.
 
 
==== Air crouching scripts ====
 
Originally, players could crouch as many times as they liked in a single jump. By binding a script to crouch and uncrouch as rapidly as possible, the engine could be exploited to make it difficult to properly register shots on jumping targets.
 
 
{{Patch name|3|6|2009}}: Players can now only duck twice in the air.
 
 
==== Idling Scripts ====
 
Most servers seek to prevent players idling for [[Item drop system|drops]]. Players can try to outsmart these systems with scripts that simulate basic movement.
 
 
[http://www.teamfortress.com/post.php?id=11105 An Active Solution to an Idle Threat] requires players to accept a pop-up notification in order to continue to get drops.
 
 
=== Current Scripts ===
 
==== Weapon Viewmodel Hiding Scripts ====
 
There are a large number of scripts which toggle the weapon viewmodel depending on which weapon slot is selected for a class. Players often make their viewmodels invisible to clear up the screen, but make items like melee weapons, PDAs, watches, and so forth visible because these models indicate important information. For example, the [[Spy]] relies heavily on his viewmodel to determine when he is cloaked, when his Cloak is disturbed, and when the [[Dead Ringer]] activates. Other classes use the melee animations to judge when their attacks will hit.
 
 
==== Weapon Zoom Scripts ====
 
By changing your [[FOV]], this script creates the visual effect of zooming in with whatever weapon the user is holding. It can usually be toggled between a zoomed and normal (unzoomed) version.
 
 
==== Sentry Jumping Scripts ====
 
Since the [[Engineer Update]], Engineers have been able to pack up and carry their [[Sentry Gun]]s. Simultaneously introduced in the update, the [[Wrangler]] allows Engineers to [[Sentry jump]] with their Sentry rockets. With extremely fast inputs, it was discovered that a player could Sentry jump and successfully pack up their Sentry before they were launched away.
 
 
While a human can repeat this feat, it is difficult. Some players made scripts which could reliably execute the commands in the right order at the right speed allowing them to make a Sentry jump while carrying their Sentry every time.
 
:''Note:'' The [[Rescue Ranger]] can circumvent this necessity, as it can pick up [[buildings]] at range for 100 [[metal]].
 
 
==== Gunslinger Scripts ====
 
Since it can be troublesome to destroy then rebuild a [[Combat Mini-Sentry]] in the heat of battle through the PDA, some players have scripted the destruction and rebuilding of their Combat Mini-Sentry with the click of one or two buttons. Such a script is especially useful when using the [[Frontier Justice]], as the player gains practically instant access to revenge crits when needed.
 
 
==== Sensitivity and Control scripts ====
 
Some players prefer different mouse sensitivities and control schemes for some classes. For example, changing from the Medic, which doesn't require fine aiming, to the Sniper, which encourages high precision headshots, a player may wish to change their mouse sensitivity. These scripts alter control schemes and mouse settings on a per class, or even per weapon, basis.
 
 
==== Charge Dash Scripts ====
 
Since timing a charge and jump can be difficult, some players may use a quick script that binds the two actions to a button so that the charge dash will cover the maximum amount of distance possible. The player is still required to swing their melee weapon normally to end the charge though.
 
 
==== Quickscope Scripts ====
 
Many players find it difficult to scope in and fire straight after to get a quick headshot. There are scripts that will zoom in and fire just by clicking one button. This does require players to aim outside of the scope, though.
 
 
==== Rocket Jump Scripts ====
 
In order to [[Jumping#Soldier jumps|Rocket Jump]] to a maximum height or distance, it is required that the player jumps, crouches, and fires their rocket at roughly the same time. This can be easily scripted to occur with the press of a button.
 
 
==== Auto-Disguise Scripts ====
 
For Spies who find manually disguising to be a hassle, this script automatically disguises as a chosen class after the player attacks with any weapon. Auto-disguise can usually be toggled and customized to choose a disguise to use.
 
 
==== ÜberCharge Broadcasting Scripts ====
 
With this script, activating ÜberCharge as [[Medic]] will also write a custom message in team chat to alert your teammates about your activation, in order to encourage your team to push ahead with you. A similar script, upon activation, plays the "ÜberCharge Ready" voice command while writing in team chat that you faked your Über to fool the enemy team.
 
 
==== Medic Radar ====
 
This script only works for Medic, as it lets you press a button to temporarily set the autocall percentage to a very high number. This makes it so that you can see the locations of nearby teammates.
 
Script:
 
<pre>alias "autocall_default" "hud_medicautocallersthreshold 75.730003/Custom Threshold"
 
alias "autocall_all" "hud_medicautocallersthreshold 150"
 
alias "+radar" "autocall_all"
 
alias "-radar" "autocall_default"
 
bind [KEY] "+radar</pre>
 
 
==== Kill-Bind Scripts ====
 
In certain circumstances, such as when cornered by a Medic wielding the [[Ubersaw]], it can be beneficial for a class to be able to kill themselves quickly (in this case, to deny the Medic Über) with a key bind (for example, <code>bind k kill</code>). Although mostly only relevant in competitive play, there are occasional uses in public servers, sometimes for comedic effect instead of to benefit gameplay.
 
 
==== Null-Cancelling Movement Scripts ====
 
In stock TF2, pressing two opposing movement keys at once (such as "A" (+moveleft) and "D" (+moveright)) will cancel all movement and render the player immobile, which can be a fatal mistake during battle. This script makes it so that the direction of the last key pressed will be used instead. For example, pressing "A" will make the player go left, and pressing "D" while still holding "A" will make the player go right instead of stopping.
 
 
==== Chat Bind Scripts ====
 
Chat bind scripts are designed to post a pre-written message in the in-game text chat. Typically, users will bind these scripts to a key on their keyboard for easy repitition. These scripts can vary from user-to-user, and can say anything within the text limit, depending on what a player would want to say. Some common binds are used for team co-ordination, such as a bind to tell a team that their Medic has popped an [[ÜberCharge]]. Other common binds are used for banter, such as messages upon kills and/or dominations. Another variation on this is a trade offer bind, where it sends information to the chat about a possible trade offer. This type of script can also be automated to send these offers every couple of minutes.
 
 
== Notes ==
 
* Each config file is limited to one [[w:mebibyte|mebibyte]] (1.04858 megabytes) of information, though this restriction can be circumvented by [[#Exec|exec-ing]] another config file at the end of the first.
 
 
== See also ==
 
* [[List of useful console commands]]
 
* {{vdc|List of TF2 console commands and variables}}
 
* {{vdc|Command Line Options|Command Line Options}}
 
 
== References ==
 
<references />
 
 
== External links ==
 
* [http://gamebanana.com/scripts/games/297 Hundreds of scripting examples on Gamebanana]
 
* [http://cfg.tf/ Website dedicated to Team Fortress 2 configuration]
 
 
[[Category:Customization
 

Latest revision as of 05:17, 25 May 2022