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  #1  
Old 12-06-2007, 08:53 PM
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Default TF2 - Binds

From: TheVille.Org - TF2 binds guide

BUILD (Class: Engineer, Spy)

Syntax: build <gadget_number>
Description: If the Engineer who used this command has enough metal, it will put him into build mode for the item specified. If a Spy uses this command, he will arm the Electro-Sapper, ready to use on any hostile gadgets targetted. Possibilities are (currently) as follows:

Gadgets:
0: Dispenser (Engineer)
1: Teleport Entrance (Engineer)
2: Teleport Exit (Engineer)
3: Sentry (Engineer)
4: Electro-Sapper (Spy)

DESTROY (Class: Engineer)
Syntax: destroy <gadget_number>
Description: If you have built the gadget represented by the number, congratulations, you are the prowd owner of newly minted scrap metal. Handy to blow up a spy if he decides to try and restock at a hostile dispenser. Numbers represent the following:

Gadgets:
0: Dispenser
1: Teleport Entrance
2: Teleport Exit
3: Sentry

DISGUISE (Class: Spy)

Syntax: <class_number> <team_number>
Description: And here we have it. The newbie spy's wet dream come true. This, as is fairly easy to tell from the command itself, will disguise you as someone. Who, however, depends on the numbers. The first number represents the class you wish to be, while the second represents the team. When I was testing this out, team numbers above two still worked, so I imagine that it's forward-thinking support in case someone wants to remake a murderball map or something.

Something else that was just brought to my attention by Essobie is that one can also use 'random' for <class_number>. That will disguise you as anything but a Spy or Scout, not sure about the team though. There have been some reports that 'disguise random' no longer works. Use at your own risk until I can confirm or deny.

Anyway, here are what the numbers mean:

Class
1: Scout
2: Sniper
3: Soldier
4: Demoman
5: Medic
6: Heavy Weapons Guy
7: Pyro
8: Spy
9: Engineer
random: Any random class except Scout or Spy.

Team
1: Blu
2: Red
[not needed when class is random]

USE (Class: All; Restricted by Weapon)
Syntax: use <weapon_name>
Description: The "use" command is used to literally use the specified weapon. No muss, no fuss, you just pull out that weapon if you have it.

Here's a list of all the weapons that each class can use, EXCEPT for the Spy's Electro-Sapper. That one is actually armed using the 'build' command detailed above. (I've organized it as to how they appear to the player - primary weapon, then secondary weapon, then melee weapon, etc.)

Classes:
Scout: tf_weapon_scattergun, tf_weapon_pistol_scout, tf_weapon_bat
Soldier: tf_weapon_rocketlauncher, tf_weapon_shotgun_soldier, tf_weapon_shovel
Pyro: tf_weapon_flamethrower, tf_weapon_shotgun_pyro, tf_weapon_fireaxe
Demoman: tf_weapon_grenadelauncher, tf_weapon_pipebomblauncher, tf_weapon_bottle
Heavy Weapons Guy: tf_weapon_minigun, tf_weapon_shotgun_hwg, tf_weapon_fists
Engineer: tf_weapon_shotgun_primary, tf_weapon_pistol, tf_weapon_wrench, tf_weapon_pda_engineer_destroy, tf_weapon_pda_engineer_build
Medic: tf_weapon_syringegun_medic, tf_weapon_medigun, tf_weapon_bonesaw
Sniper: tf_weapon_sniperrifle, tf_weapon_smg, tf_weapon_club
Spy: tf_weapon_revolver, (see 'build' command for the sapper), tf_weapon_knife, tf_weapon_spy_pda

VOICEMENU
Syntax: voicemenu <menu_number> <phrase_number>
Description: This command is basically a direct method of using the 'z', 'x', and 'c' keys to send voice messages. Basically this allows you to bind a voice message directly to a key in the same fashion as how 'e' is by default bound to call in a Medic.

Menu Phrase:
0 0: Medic
0 1: Thanks
0 2: Go
0 3: Move Up
0 4: Flank Left
0 5: Flank Right
0 6: Yes
0 7: No

1 0: Incoming
1 1: Cloaked Spy
1 2: Sentry Ahead
1 3: Teleporter Here
1 4: Dispenser Here
1 5: Sentry Here
1 6: Activate Ubercharge
1 7: (Medic Only) Ubercharge Ready

2 0: Help
2 1: Battlecry
2 2: Cheers
2 3: Jeers
2 4: Positive
2 5: Negative
2 6: Nice Shot
2 7: Good Job

LASTINV
Syntax: lastinv
Description: This one's real easy. All it does is switch you back to your previously used weapon. (And I'm sure some of you probably realize that this is exactly the command that 'q' is bound to by default.)

SLOTx
Syntax: slotX (Where 'X' is a number between 0 and 10.)
Description: This command has a little more depth to it than first appears. While it is mainly used to choose a weapon, it can also be used as feedback to the default voice menus at 'z', 'x', and 'c'. For instance, if you have 'f' bound to 'slot1' and activate voice_menu_1 ('z'), pressing 'f' would cause you to call for a Medic. With regard to choosing a weapon, this command can act one of two ways. If you have fast weapon switching turned on, this command will immediately switch to that weapon. If you do not, this command will only highlight whatever weapon slot it represents and it remains up to you to do the final selection. Or you can use this to do it for you: "slot1; wait 50; +attack; wait; -attack".

MENUSELECT
Syntax: menuselect <item_number>
Description: Menuselect does ONLY the menu portion of slotX, so refer to that entry for the detailed explanation.

WAIT
Syntax: wait [1-?]
Description: This command is very useful when running multiple commands on the same line. Basically, what this command does is halts the execution of that line for X frames based on its parameter. If you don't use a parameter, it defaults to 1. For me, a value of 100 equals roughly a second, but I haven't had time to check whether this is server or client dependant or not, so you may have to adjust your own times accordingly. An examply might be as follows for an engineer upgrading his SG: "use tf_weapon_wrench; wait; +duck; wait; +attack; wait 500; -attack; wait; -duck; lastinv". What that does is switch his wrench, ducks, starts swinging the wrench and continues for 5 seconds or so, stops swinging, stands up, and switches back to the last weapon used. If you were to attempt that without the waits, there's a pretty good chance it would fail rather spectacularly.

ALIAS
Syntax: alias "<name_of_alias>" "<command; list>"
Description: I know this one has been around since Half-Life, but it's important enough to bear repeating. Alias is simply a means of reducing a long list of commands into a small package. For instance, take that example from the 'wait' command. If that were alias'd, you could simply use that alias rather than try and remember the whole thing. Much easier. Plus it makes it easier to make things like communications scripts and such.
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Old 01-13-2008, 05:32 PM
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Question for disguise:

Quote:
DISGUISE (Class: Spy)
Syntax: <class_number> <team_number>
what dose that mean...

"bind MOUSE4 1 2" if i wanted to be a red scout?
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Old 01-13-2008, 05:42 PM
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Quote:
Originally Posted by pez View Post
Question for disguise:



what dose that mean...

"bind MOUSE4 1 2" if i wanted to be a red scout?
Edit: Meh im trying to figure this out right now.
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Old 01-13-2008, 06:13 PM
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bind MOUSE4 DISGUISE 1 2
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Old 01-13-2008, 07:54 PM
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Thanks for pointing this out Lusus, very helpful since I love the spy and the engie. Very helpful
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Old 01-14-2008, 04:39 AM
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Quote:
Originally Posted by Lusus View Post
bind MOUSE4 DISGUISE 1 2
Ok thanks
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Old 01-15-2008, 02:08 PM
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This is a bind for toggling the FPS monitor in the upper right hand corner of the screen:

bind "F11" "incrementvar cl_showfps 0 1 1"

Posted in another thread and realized that it's probably more useful here.
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Old 01-15-2008, 08:39 PM
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Hey, I got a few binds too.

(Most of these are stolen from Category:Community scripts - TF2 Wiki , TF2wiki.net. <3)

Code:
alias "+mute" "volume 0; +voicerecord"
alias "-mute" "-voicerecord; volume 1"
bind "MICROPHONE-BUTTON" +mute
(Replace MICROPHONE-BUTTON with mic bind.)
This turns down the game when you speak. Good for those people who have speakers and a mic. Not needed if you have a headset.

Code:
//Minigun auto-spin by Metroid48

alias +togglespinning "+spin"
alias -togglespinning "-spin"

alias toggle "stop"
alias start "alias toggle stop; alias -togglespinning -spin"
alias stop "alias toggle start; alias -togglespinning -nspin"

alias +spin "use tf_weapon_minigun"
alias -spin "+attack2;toggle"
alias -nspin "-attack2;toggle"

bind "MOUSE1" "+attack"
bind "MOUSE2" "+togglespinning"
Makes the rightclick Heavy Gun spin a toggle instead of holding it down.

Code:
alias set_normal_attack "alias +automedigun +attack; alias -automedigun -attack"
alias set_medigun_attack "alias +automedigun -attack; alias -automedigun +attack"

alias +automedigun "+attack"
alias -automedigun "-attack"

alias medigun "-attack; use tf_weapon_medigun; set_medigun_attack"  // -attack prob not necessary, but just to be safe
alias syringegun "-attack; use tf_weapon_syringegun_medic; set_normal_attack" 
alias bonesaw "-attack; use tf_weapon_bonesaw; set_normal_attack"

bind "MOUSE1" "+automedigun" 
bind "1" "syringegun" // Use to select Syringe Gun (and disable AutoMedigun)
bind "2" "medigun" // Use to select medigun, then tap mouse1 to select new target 
bind "3" "bonesaw" // Use to select Bonesaw (and disable AutoMedigun)
Above but for medigun. No more hurt fingers!

Last edited by Carados : 01-15-2008 at 10:48 PM.
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Old 01-15-2008, 09:26 PM
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Thanks Carados. I like all of them except the first.

For the first I would say that it's cheap (as rocket/sticky jumping is a major TF2 skill) and qualifies as a scripted bind that OWS should not approve of.
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Old 01-15-2008, 10:47 PM
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Quote:
Originally Posted by Lusus View Post
For the first I would say that it's cheap (as rocket/sticky jumping is a major TF2 skill) and qualifies as a scripted bind that OWS should not approve of.
Actually, testing it out, it doesn't work anymore, and the medic script isn't necessary with the additions from yesterdays patch. Sorry, I'll remove them.
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