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TF2_Scripting

Team Fortress 2: Scripts

If you intend to use these scripts, please make sure that you read (at the very least) the core_controls script. These reflect the controls I use, which are not the defaults. Once executed, any bindings you had that it makes use of will be lost.

(If you make any changes to these bindings, also change (or do not use) the files with the original key listed in the packages listed in the Subsystem Documentation section.)

A repository for the raw TF2 scripts. It is recommended to compile the subsystem folders into VPK files before using them as there are many individual files, many of which which will not need to change. These subsystem vpk files are then installed like any other TF2 mod, into the steamapps\common\Team Fortress 2\tf\custom folder.

(Personally I have a set of batch files which handle the packaging and installation, but these are not suitable for release into the wild. Here, or a search engine of your choice, will tell you how to compile the subsystem folders into vpk files.)

##Subsystems

Name Purpose
core Contain the core scripts referenced by TF2; common libraries; and standard class scripts.
ctrl 'Control' scripts that encapsulate specific functions.
behav 'Behaviour' scripts that add non-functional behaviour to classes.
mvm 'MvM' scripts that contains class scripts for MvM; MvM libraries.

##Frameworks

  • Default controls can be restored or temporarily changed using core.core_controls (execution and _default aliases)
  • Sets of class scripts can be changed out as sets for different scenarios by setting script_[class] aliases
    • core_class_redir provides normal setup; generally the same as defaults
    • mvm_class_redir provides setup for the MvM mode

##Subsystem Documentation

###Core

Split into core, containing elements not expected to change, and corez containing elements that are expected to be modified.

  • [class] scripts (core) as entry points reset controls and provide the framework for class script redirection
  • autoexec (corez) as an initial entry point sets up libraries and sets the initial set of class scripts
  • core_voice (core) provides friendly aliases for VoiceMenu parameters
  • core_controls (corez) contains default bindings and aliases that can be used to reset changes made by other scripts
  • core_class_redir (core) provides the redirects to the core_ set of class scripts
  • core_[class] (corez) are the set of class scripts for standard TF2

###Control

These scripts make assumptions about the default bindings, as there is no framework to provide a level of indirection.

  • ctrl_NoAutoReload (Mouse2) disables automatic reloading while Mouse2 is held, and then restores it to the default value
  • ctrl_SecondaryAttack (q) switches to the secondary weapon and uses it, before switching back (e.g. for Banners and Jars)

###Behaviour

These scripts make assumptions about the default bindings, as there is no framework to provide a level of indirection.

Scripts within this subsystem make use of the behav_cleanup alias to reduce the number of bound aliases to those actually in use.

  • behav_ActionScout (space) uses the action item slot when jumping (e.g. for noisemakers)
  • behav_AngryHeavy (Mouse2) calls out the Battlecry when spinning up/down the minigun
  • behav_JollyDemo (Mouse2) calls out Positive when detonating stickies (frequency limited)
  • behav_JollyHeavy (Mouse1, Mouse2) calls out Positive/Cheers based on minigun spinup/firing state transitions
  • behav_SpamScout (space) calls out Battlecry when jumping (frequency limited) (e.g. for Halloween items)

###MvM

These scripts make assumptions about the default bindings, as there is no framework to provide a level of indirection.

MvM class scripts assume that the loadout is in slot A, assign some controls based on expected loadout, and may use behaviours.

  • mvm_class_redir provides the redirects to the mvm_ set of class scripts
  • mvm_[class] (q) scripts are the set of scripts for the MvM game mode
  • mvm_rules provides aliases for some common phrases

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