/r/CounterStrikeBinds

Photograph via snooOG

Share binds and get help making some yourself.

Rules

Tools

Buy binds generator: http://csgobuynds.com/
Collection of useful resources: https://csgoconsole.com/
(Feel free to come with suggestions for more sites.)

Etiquette

When posting Binds and Aliases it is important to keep to the proper Etiquette. When posting, please adhere to these guidelines or else your post may be removed.

 

Use this order when posting binds:

  1. Necessary commands net_graph 1
  2. Normal aliases slot1
  3. +aliases +attack
  4. -aliases -attack
  5. binds bind "key" "+attack"

Look at the example code below the submission box.

 

  • Code should be all lowercase letters
  • Use "speech marks" properly
  • Give a complete bind and a template, bind "mouse1" "+attack" bind "key" "+attack"
  • Do not abbreviate, instead of "+sbng" use "+scoregraph"
  • Format your code properly. Use either 4 spaces at the start of a new line or surround your code with ` for inline code.

/r/CounterStrikeBinds

10,291 Subscribers

3

Need help with a cfg letting only the knife to be lefthanded

This is as far as i got. my goal is to have last weapon used make it right handed too but when i use it, it stays left handed. Please help.

so it kinda works idk the last line on each i need help

//////////KNIFE LEFT HANDED////////////////////////////////

bind q primary;

bind f secondary;

bind mouse5 melee;

bind mouse4 lastinv;lastinv;

alias primary "switchhandsright; slot1";

alias secondary "switchhandsright; slot2";

alias melee "switchhandsleft; slot3";

alias lastinv;lastinv "switchhandsright; lastweaponused;

0 Comments
2024/10/27
15:00 UTC

0

how do I make sure that when I wrote to the chat .spawn1, spawn1 was written to the console. it was the command that was entered, not the text

1 Comment
2024/10/26
09:02 UTC

0

double "use" not allowed in CS2 ?

in CS2, would like to use the following binds:

bind "c" "use knife;use smokegrenade"

bind "x" "use knife;use incgrenade; use molotov"

6 Comments
2024/10/22
22:55 UTC

2

bind voicerecord to scope button?

Tried binding

bind mouse2 "+attack2;+voicerecord"

However this leaves voicerecord on indefinitely instead of toggling like it should.
Tried to fix with an alias but that didn't work.

Any ideas?

EDIT:

swapping the two commands doesn't work either, now attack2 gets stuck indefinitely

bind mouse2 "+voicerecord;+attack2"
5 Comments
2024/10/20
22:59 UTC

1

Toggle radio commands with one key

I need a toggle for radio commands so i press one key it will launch a radio command1, then press again radio command2, and one press more radiocommand 3. However I dont know if its possible: Something like:

bind "8" toggle "cheer; getout; compliment"

I dont really know the syntax.

Thanks in advance :)

2 Comments
2024/10/20
18:23 UTC

15

Another "small" feedback to CS2 devs

BUGS :

Broken Mousebinds (video showcase at the end of the post with reproducible steps) :
The mouse's keybinds are glitched; The +/-actions are broken in many different cases, it feels like the -release_action is not being triggered properly :

  • +radialradio bound to mouse's keys (mouse1/mouse2/mouse3/mouse4/mouse5) is ignoring -action after one occurence if no wheel option is selected, it resets if closed a certain way. It can softlock (all) mouse's input (including mouse_x and mouse_y) due to the mouse hook being in a dual state, it doesn't happen in the video but it's very easy to trigger when spamming the debug.
  • When using mouse2 (+attack2/-attack2 [?]) to close the chatbox, if you move the mouse in some specific way while holding mouse2 when chat is opened, it can also break the mouse hook (it probably have to do with the broken detection of mouse keybind press/release as well), the glitch looks really similar to : Flusha AIMLOCK BUSTED BY SUMMIT1G.
  • Any other feature that triggers a switch between mouse cursor and mouse hook is affected by this glitch. As chat/wheels/scoreboard2/console/pause_menu_UI/etc...
  • When the softlock occurs, most of the time alt-tabbing seems to be enough to fix, but I experienced at multiple occasions a softlock where it wouldn't be enough and result in situation like this clip (difference being that keyboard input doesn't glitch for me, only the mouse : CSGO Console Command Kill).

Doors :

  • de_nuke doubledoors => smoke/decoy (or probably any grenade after being throwed until it fades away) breaks the new improved door behaviour in a few weird ways since the armory update (?), you can't +use on the door blocked by a smoke_grenade entity.

Debug / Mouvement - UI :

  • weapon_debug_show_spread 1 (in demo) only works for the player that downloaded the demo at the moment (I might be mistaking on the edge case, but that's how it seems to me).
  • cl_showpos 1 (there might be another cvar setting in addition to display it) :

-> EDIT : Last update seem to have indirectly fixed it, at least partly. jump: Current height vector / (previous height vector) [last_height vector]
It's a very nice addition for debugging! Only issue is that the last value seem broken from my own tests (0.00 and -0.00 should just be 0.00? I assume it's due to truncating integer/float values), and sometimes gives odd values when player moves sideway (+left does not give same result as +right, even tho it should if floor is even) while getting hit or crouching mid-air as an example (very case specific but still).

GAMEPLAY :

Hit-tagging penalty way too OP and global atm :

  • Current problem : Any gun hit (pistols or grenades all the way to AWP) will stunt a player A LOT and equally regardless of the damage caliber...

-> example of an issue with it, when a team mate throws an he_grenade and it hits a teammate, the player being hit gets slowed down, the grenade velocity drops significantly for it to drop straight down, the player being hit blocks other teammates on it, and everyone takes the grenade damage as a chain effect for a rookie/unexpected mistake => maybe the nade should bounce of player_model instead of just colliding with it? #VertigoARushFail #NukeSingleDoorRushFail EDIT : Last update implemented the grenade bounce 👀.

- How to improve? :

  1. Link dmg % to velocity penalty % to make it more fair? 10HP damage = -5% units penalty; 30HP damage = -20% units penalty; 80HP damage = -50% units penalty.
  2. Giving different velocity penalty depending on the part of the hitbox being hit? Legs = 50% weight; Stomach/upperbody with no kevlar = 25% weight; Arms = 15% weight; Stomach/upperbody with kevlar = 10% weight; Head = 5% weight.
  3. When a player gets hit mid-air, it kills all momentum which leads to a solid chance to die because of it (nuke silo to main = 90% suicide if even a pistol land a single shot), CT jump crossing mid inferno result in a player being glued to the top-mid T shooting range (75% suicide), instead of losing velocity mid-air, delay it to stamina penalty when the jumping player reaches the ground to make it more fair ?
  4. Being dinked with a helmet used to only give a pov tilt on CS:GO (but accuracy was not altered), now on CS2 being hit (except for the kevlar case) by anything (except self grenades collision and fire) gives huge screen tilt + velocity penalty + inaccuracy, helmet doesn't mitigate it, it seems to only reduce damage (kevlar does reduce damage + screen tilt, but not movement penalty, which it should imo !).

PRACTICE CMDS/FEATURE REQUEST :

  • give_money [$cash] OR
  • buymenu_no_cost [0/1/2] :

-> 0 = Normal behaviour : Every items are deducted from player's economy.
-> 1 = Motherload, price-tags are not a thing, anything can be purchased for free !
-> 2 = Only some specific items are free (kevlar/helmet/grenades/kit/zeus).

  • mp_weapons_allow_typecount [0/-1] doesn't work for every items (as grenades for example). After further investigations, I figured that the commands ammo_grenade_limit_flashbang, ammo_grenade_limit_default and ammo_grenade_limit_total were restricting me from buying more grenades, my bad, but at the same time, some documentation wouldn't hurt, especially when theses commands oftenly overlaps with sv_infinite_ammo 1 ... 0:)
  • When messing with ammo_grenade_limit_flashbang 50, ammo_grenade_limit_default 50 and ammo_grenade_limit_total 500, I've noticed that buying one grenade would sometimes purchase multiple/the whole stack possible to carry (according the previously mentionned commands), but not all the time, some weird edge case that I can't understand or reproduce consistently, but it occurs often enough. I've recently noticed that what filled the grenade stack was switching to the grenade slot, I assume that sv_infinite_ammo 1 being enabled fills the grenade stack when switching to it, maybe that's actually working as intended ?
  • Adding the commands ammo_grenade_limit_explosive, ammo_grenade_limit_smoke, ammo_grenade_limit_decoys, and ammo_grenade_limit_fire would probably make sense.
  • Refund feature breaks if the weapon is not picked up from buymenu but picked up by walking over instead, probably some edge case. It is indeed an edge case : After further debugging, I noticed that only the last purchased weapon entity (if you refund the last purchased one, the one bought before can be sold back) of a category (a single tile, not the whole row) could be refunded, unrelated to how the weapon was picked up. I can provide reproducible steps but it is probably unnecessary. That glitch probably occurs in competitive as well which requires a fix !
  • buy_no_team [$value] :

-> 0 = Normal behaviour.
-> 1 = Player can buy weapons/items for any side (CT/T) / Anything (will require buy_menu update to include every single weapon/item).
-> 2 = Player can buy weapons for CT side.
-> 3 = Player can buy weapons for T side.

  • mp_anyone_can_pickup_c4 is available, so why mp_anyone_can_defuse_c4 is not? D:
  • If willing to suffer, turning theses cmds into mp_player_imposter [$value] :

-> 0 = Player can only perform his own team action
-> 1 = Player can perform any actions regardless of his team (including buy_no_team into it would be even better !) => UI might probably break with defuse kit and C4 overlapping as a random guess.
-> 2 = Player can perform CT actions.
-> 3 = Player can perform T actions.

  • mp_drop_armor [$value] :

-> 0 = Nothing happens
-> 1 = removes kevlar + helmet
-> 2 = removes kevlar
-> 3 = removes helmet

  • bot_mimic_mirror [0/1] ; atm bot_mimic is replicating player input 1:1, being able to flip the mouvement to have the bots mimicing reverse input could be useful in some cases (bot facing the player moving sideway for example), it might have been possible in the past but is no longer possible since bot_mimic got updated.
  • bot_mimic 1 : The bots mimic the player entity, it would probably be better to mimic the actual player inputs instead. For example, if the player being mimic by the bots have a weapon slot unequipped, the bots won't switch to the said weapon, even if they do have the weapon slot equipped, there are many others situations where it feels scuffed because of the current method.
  • god is now available in the game, but it doesn't seem to work properly atm; It would be a huge QoL for debug if there could be some kind of flag to specify that a command is a work in progress or doesn't do anything yet, same would apply torepeat_last_console_command and many others !

Those would be useful for practice/deathmatch/retake/dangerzone/debug purposes !

CONSOLE / CHATBOX :

  • Adding a command stop_exec to stop config execution, it can be useful when paired with exec_async for advanced tasks, same kind of stuff than sleep.
  • The autocompletion overlaps + take over user input in unintuitive and annoying ways : for example start typing "cl_" with capslock ON (uppercase), it will most likely be replaced by lowercase "cl8" until it doesn't match any existant command and recover capslock input.
  • The text fields (console or chat for example) are lacking basic shortcut selection features like CTRL + SHIFT + Arrows/Del etc... to select a full word, that would be a huge QoL improvement !

SERVER :

  • host_timescale_inc/ host_timescale_dec seems like a very niche feature, especially since you can use aliases with host_timescale to customize it anyway, but it's good to see that kind of feature being added regardless, if it's here to last, host_timescale_reset (-> host_timescale 1) would be a nice addition! If you want new ideas similar to theses cmds, I have dozens of QoL features similar that are powered by aliases/cfg to share for client-customization / demo-spectating / rendering / practice / inputs / mouvement / UI and so on...

The specific values/% are just random estimates to give an idea obviously, up to valve's opinion on what would fit the best.

On a side note, I can notice a lot of new stuff is being worked on in valve's kitchen, incomming updates do smell good ! :D

Bug demonstration :

Closing chat with mouse2 (Video 1)

In video 1, I open chat with a key bound to my keyboard, and close it by pressing mouse2 (bound to +attack2), the keypress are displayed on the overlay. You can also notice that the weird mouse hook goes opposite direction than my cursor mouvement.

+Radialradio Issue (Video 2)

In video 2, mouse1 is bound to +radialradio and mouse2 is bound to +attack2, the wheel behaviour changes depending on the way it was closed on the previous usage (Pressing mouse1 with no selection / Selecting an option with mouse1 double press -since releasing is broken after first occurence- / Forcing close with mouse2).
-> Intended behaviour would be :

  • mouse1 press = open wheel.
  • mouse1 release = select option/close wheel.
  • mouse2 press/release = close wheel.

-> But instead :

  • mouse1 press = Behave normal first time, then switches to toggle wheel on/off/selection, until mouse2 is used to reset behaviour.
  • mouse2 press = close wheel + reset mouse1 (+radialradio) to native behaviour.

Sorry for breaking your game and thank you for fixing it !

PS1 : 10.29.2024's update added grenade bounce on playermodels, and improved jumping (-> cl_showpos feedbacks), text input improvements beside many other things, must have missed some stuff but I'm keeping an eye out !

2 Comments
2024/10/19
16:02 UTC

3

playing the knife pullout animation

so ive already tried making a bind for this but for some reason it didnt work
it went somewhat like this

alias "pullout" "slot3; invnext; lastinv"
bind "q" "pullout"

i specifically wanted it to work the very moment you press the button, not the moment you release it
also can you guy please explain to the stupid brain of mine why this bind that i made wouldn't work

4 Comments
2024/10/15
21:25 UTC

3

only knife left hand

Hi ı need to left hand only knife please help

14 Comments
2024/10/12
14:42 UTC

1

Insistent r_cleardecals

r_cleardecals keeps appearing in my console logs in-game. I've already deleted it from all the cfgs I've found. Is there any way to find/remove this bind permanently?

9 Comments
2024/10/12
04:47 UTC

1

Need help with follow recoil binds

I found this improved follow recoil w/toggle indicator config, and have been using it for a while. It works great but follow recoil is on by default, and I have to toggle it to switch to a static crosshair. Is there any way to invert this config, so that my crosshair is set to static by default first, and toggling would enable the "better follow recoil". Any help is appreciated.

https://preview.redd.it/0u8ysnldpztd1.png?width=888&format=png&auto=webp&s=b97ca4b001531260d373b0323512b98162741f1e

5 Comments
2024/10/10
20:43 UTC

1

Play with knife binds any1?

So valve rekt double binds, are there some tricks I can use to bind playing with (inspect & reload) knife to a single key again?

3 Comments
2024/10/10
19:40 UTC

1

Feedback about the improved mechanic of mollies + smoke extinguish

0 Comments
2024/10/06
15:29 UTC

2

Buy bind for DM

I'd like a bind to buy 3 things using the "9" key:

buy zeus
buy deagle
buy ak47 or (if im a ct) m4a4.

Does anybody knows how can I do it? thanks in advance!

1 Comment
2024/10/05
00:47 UTC

1

New movement config without snaptap

on the movement config thing,whenever i hold the right key and then press the left key,i start moving left without letting go of the right key,like how do i remove that thing?

4 Comments
2024/10/04
16:07 UTC

2

I’ll just drop this info here for those who want to use it:

Flicking Right joystick left or right regardless of controller sensitivity or sensitivity will instantly turn 90 or 180 degrees depending on how much you turn

I dont know the binds for those 2 flicks but they are litterally not bannable because they are valve-set binds,

if you rebind them to keyboard, or remap with any software it’s a instant 180 fov turn

3 Comments
2024/10/04
12:20 UTC

1

Bind knife and zeus separately.

I know you can bind the zeus but can you bind knife only, so if I press the knife bind while my knife is out it doesnt change to zeus, but remains. I am using scroll down. So if I have a zeus it switches back and forth. I want knife only even when spamming scroll down.

0 Comments
2024/09/30
17:26 UTC

5

Hey, Noob scripter here

Sup, i am not the greatest at scripting, as the title implies, but i want to make a crosshair that is like the dynamic crosshair you get as default, without the center dot, Length 3.1, thickness 0.6, gap -4.1, outline on with 1.5, 255 red, 255 blue, 0 green, and, (here comes the script part, ) i want the crosshair to become see through whenever i stand still.

Cheers,

oh wait
also sorry for all the text.

actual cheers, Frog guy

7 Comments
2024/09/30
15:34 UTC

2

Follow recoil bind

Hey there, in need of some help. Trying to find a follow recoil bind with the reset as well as toggling in on and off for pistols. I found one on reddit before but it didnt seem to work thanks.

2 Comments
2024/09/25
20:00 UTC

1

wanna bind The radiowheel but i have a problem...

RN i have this bind (need to press again z for confirm):

bind Z +wheel_1

alias +wheel_1 "exec CustomRadio/radio_labels"

alias -wheel_1 "+radialradio; bind z +wheel_2"

alias +wheel_2 "exec CustomRadio/radio_cmd"

alias -wheel_2 "-radialradio; bind Z +wheel_1"

I want to make it like vanilla, when I hold down Z it stays open, but if I release it, the option I choose with the mouse execute or if i click

is for a custom chatwheel (custom commands,chat texts) and i have that problem,that i lost the practical "vanilla" way

1 Comment
2024/09/21
17:16 UTC

0

is 180 spin bind allowed? If so how to add it in config?

Title

5 Comments
2024/09/20
13:48 UTC

4

Various feedback / request for CS2

PS9 : Seems like someone's been lurking around, and it's not even winter yet... Added POST-FIX/NO-FIX feedbacks; I did my best to figure what got added/changed, but there is so much that I must have missed some stuff, thank you ! :D

PS10 : Last and final additional edit in A1 for this post (beside aknowledging something has been fixed later on), that ping pong was fun, looking forward for the next round once I get enough to feed into it !

PS10* : Things have changed after 15/10/24 update, but it's even worse than before ^^' (except for the wheel triggering when moving the mouse out of the circle which is better !).
If the issue persist after a few updates I will either make a new detailed post or be open to discuss it in details by DM.

Dear Santa Gaben,
I eagerly await your arrival, pulled by your sleigh of fancy chickens, here's some of the things I would love to get for this Xmas.

A - Console stuff

  1. Console QoL features/bugs :
  • NO-FIX ? I noticed some changes for many close cases, but even when using default cmd +sprint and +voicerecord; => Push2talk (+voicerecord), doesn't work when I'm shift-walking (+sprint), it might be some weird edge case between those 2 commands; or at the end of a half-time/game FIXED; that might come from my cfg setup but I believe there is more to that (The input is inside a custom +/- alias, but it shouldn't make any difference, same kind of issues occurs with +showscores in the same setup) POST-FIX : That very last bit is fixed as far I can tell, but it still persist with +sprint !
  • PS10 :+radialradio commands (I assume it applies to every wheels) is having unreliable input behaviour when bound toMOUSE3 (it works properly on keyboard binds throughout my testings) + moving the MWHEELUP/MWHEELDOWN at the same time It's actually unrelated to switching wheels : first time it's press/release to display/remove, then stuck to press to toggle display/remove, until you select an option which resets input to initial mode, sometimes the wheel remain open after releasing MOUSE3, it can also break the mouse's input as in the following point, I'd suggest adding a cvar to choose between release key to close or toggle behaviour instead, or making two different similar binds to split the behaviours The feature is working properly on keyboard binds, just glitched for every mouse keybinds for some reason it would skip the -cmd , I believe that some of the others points I brought up were also implied by it (like the next point).
  • POST-FIX : I can notice some very nice improvements, especially by debugging -> opening chat while performing an action, like walking forward then typing at the same time ! Nonetheless, there is still some kind of broken behaviour when opening chat and closing it with +attack2/Mouse2, that glitch is very similar to Youtube/Flusha AIMLOCK BUSTED BY SUMMIT1G, I can't reproduce it perfectly, but I can notice it happening from time to time (maybe when game has been on for too long?); "showmouse" (secondary scoreboard key) can glitch the mouse and break mouse1/mouse2/mouse3/mouse4/mouse5 binds or even mouse movement, this glitch changed since beta but is still present to this day (maybe related to my specific mouse which is the Logitech Pro Wireless).
  • POST-FIX : Fully fixed ! Binding use (instead of +use/-use) block the usage of the command no matter what until you reboot the game (dumb but still gamebreaking when it happens).
  • POST-FIX : Fixed, gg ! PS6 : bot_mimic behaviour doesn't work as intended.

-> In some specific case, bots won't change weapons slot as the player being copied does.

  • repeat_last_console_command doesn't seem to work.
  • Removing depreciated cvars from host_writeconfig.

-> It would make the command more usable (it adds broken/outdated commands/convars into the gameconfig, and could cause a lot of issues, at least last time I've checked).

  • Improving the command help behaviour / the cvar documentation overall.

-> Atm, this command simply output very basic informations (cvar current value + flags, but not even the help text) WIP-FIX; that find would bring up anyway, it would be great to get some usage/advanced documentation for some commands at the very least. POST-FIX : The documentation of that cvar is now very clear ! For example, bot_mimic takes a player_id as a parameter, most of the people are assuming it's a cvar value.

  • PS7 : Some commands requiring quotation marks are impossible to store into an alias.

-> For example ent_fire !picker color "0 255 0". But there are obviously others commands with the same issue.
Here's an 8 year old post explaining the issue : r/csmapmakers/CS:GO Alias Commands Config Problem [Importing Quotation Marks].

  1. Console Log QoL suggestions/requests :
  • Improving setinfo command usage.

-> Being able to run alias with it one way or another, atm you can only set it up poorly inside an alias, so it only serves as some kind of debug feature which could be improved.

Ex : Being able to create a custom convar with setinfo which executes a specific alias configuration like :

var_bhop 1;  // Will set convars to sv_autobunnyhopping 1; sv_enablebunnyhopping 1
var_bhop 0;  // Will set them back to negative values

alias "bhop0" "sv_autobunnyhopping 0; sv_enablebunnyhopping 0";
alias "bhop1" "sv_autobunnyhopping 1; sv_enablebunnyhopping 1";

setinfo "var_bhop" "0; bhop0";  // 0 would be equal to the custom negative convar value
setinfo "var_bhop" "1; bhop1";  // 1 would be equal to the custom positive convar value

You could even add a toggle / cycle switch for even more QoL.

var_bhop toggle;  // Will switch between 0 and 1 values
var_bhop cycle;  // Will cycle through all the existing values
  • Add a debug command to print every console channel name at start of their line like it is done on VConsole.

-> Some aren't specified and it's quite hard to debug sometimes.

  • Being able to create custom console channels.

-> This is not very important but would be very appreciated for debugging and all sort of cfg stuff !

  1. Commands to bring back :
  • developer Definitely a WIP.
  • spec_lerpto

-> For awesome dynamic camera movement without having to use HLAE like back on CS:GO.

  • spec_lock_to_current_player
  • spec_lock_to_accountid

-> Those were nice to have to spectate a specific player POV.

  • smoke_grenade_custom_color and many other commands.

-> They are currently in the workshop tool build hidden, but working as intended.

  • POST-FIX : Mega-Fixed, W valve ! I assume it's a WIP rn, but it seems to be glitched in demo in case it went unoticed ! cl_weapon_debug_spread_show "2"

-> The option "1" doesn't work with snipers or bomb (which at least make some kind of sense).

  • sg553 is labelled sg556 in console.

-> Unplayable Valve pls fix.

  • sg553 when scoped only offer green dot, I couldn't find a way to change its color on CS2.

-> Adding a new cvar cl_scopecrosshaircolor would be nice, it would also allow being able to use a different color than the default ch color in order to improve overall visibility (for the case of aug/sg553).

  1. To add :

cl_reduce_flasheffect

-> QoL for practice servers / Demo review

spec_next_t

spec_prev_t

spec_next_ct

spec_prev_ct

spec_switch_team

spec_follow_killfeed [num]

-> value 0 : Disabled.

-> value 1 : Always automatically switch POV when a kill occur.

-> value 2 : Stop switching if POV has been changed manually.

-> value 3 : Get on the POV that will make the next kill as soon as possible (at start of round for example) + a small delay after the kill is made, then switch to the next kill POV and so on.

  • cl_player_glow_color_ct
  • cl_player_glow_color_t

-> For customizing players highlighting color to fit custom overlays.

  • cl_player_glow_color_id

-> For example, to keep track of a certain player from another POV while reviewing a demo.

  • POST-FIX : I noticed new commands regarding glow, assuming it's a WIP as well ! :D
  • Adding a command resetinput to disable any +input currently in use (as a feature I would call a nuller).

-> Sometimes movement +cmd can get stuck (by leaving a server while performing a +cmd for example), sometimes typing -cmd in console would fix it, but in some case the -cmd trick doesn't fix it until you reboot the game.

  • PS4 : Adding a console_transparency [transparency%] as it was possible on older version of CS (CS:S etc..) would be a great QoL feature for the players as to debug certain features (for example to change crosshair settings / colors).

B - Shooting with subtick feeling odd (surely the most controversial suggestion; PS1 : Further explanations can be found in the comment section) :

This idea came from watching this video : Why Subtick makes CS2 feel worse

  • Adding a slight dynamic delay to the hitreg (not the feedback animation obviously) of where the bullet goes so it feels more reliable/realistic depending on the aim status :

-> If you're holding a line, hitting the key : delay_multiplier x mouse_current_velocity_on_click = 0.05ms

-> If you're moving your mouse slightly : delay_multiplier x mouse_current_velocity_on_click = 1ms

-> If you're flicking hard : delay_multiplier x mouse_current_velocity_on_click = 1.5ms

I pulled the values out of my hat so take it with a grain of salt; from the knowledge that CS:GO tick delay in shooting can go up to 1tick diff which is rougly equal to +0.015625s in the very worse case scenario, but twice lower might be better according to 128tick affinity from players.

PS1 : Taking into account travelled distance might also be a good idea.

PS8 : Taking player mouvement (moving right/left/forward/back/up/down) for the bullet deviation should also be taken into account, pretty sure it was also the case in CS:GO. Strafing left would make the bullet deviate slightly to the left for example, kinda like the grenades trajectories but way less obviously.

PS2 : In case this gets implemented, adding a cvar (cheat_protected obviously) displaying the place where the bullet would actually go in real-time while moving the crosshair just like sv_grenade_trajectory_prac_pipreview 1 would matter a lot for the playerbase to understand the change.

PS5 : I also believe that this system will in fact (butterfly effect ftw), decrease the feeling of delay between the action and the viewmodel feedback that a lot of people have forever been complaining about on CS2.

At first glance that might seem unintuitive, but that would probably be closer to CS:GO aim feeling imo, while still taking advantage of the subtick benefits making it more reliable/accurate.

Why ?

  • Awping, flicking with scopes and holding angle in general feels odd in CS2.
  • Closer feeling to CS:GO shooting.
  • Would probably increase the reliability of holding a line which is very hard atm on CS2.
  • Adds a new layer of aim skill to the game that was present but rng on CS:GO.
  • It might even break aim cheats / help for AC counter-measures regarding aim assistance.

C - Trust Factor rework :

As stated many times before, the trust factor system based of reports brings more issues to fair play veteran players than it serves them.

SoloQ becomes unplayable/unbearable if you play a certain amounts of games within multiple days in a row, regardless of your own behaviour, that if you can get consistently good enough plays.

  • Adding an actual solo queue matchmaking would surely mitigate the issue until further improvements (and increase the reliability of reports being less biased as a side effect).
  • Adding some kind of weight value to people's report (so people report actual bad behaviour instead of revenge report for whatever reason).
  • Limiting the weight of multiple reports if it's from a premade squad (Too often you would get 4 griefing reports because one person of a premade squad make up any reason for it and his mates would just go with it).
  • Lowering the weight value of someone's report in low trust factor lobby to mitigate the low tf lobby hell (lowering/resetting it daily/weekly only incentive regular players to use multiple accounts instead of behaving nicely on one).

I invite anyone that has encountered bugs / missing features, etc... To add it in the comments, either we can figure a way to fix it together, otherwise I'll try to add them to this post as a message in a bottle to Valve.

TLDR;

A - Various Console request / issues

  1. Console QoL features / bugs
  2. Console Log QoL suggestions / requests
  3. Commands to bring back
  4. Commands to add

B - Suggestion aiming to improve shooting feeling in relation to subtick.

C - Random suggestions to improve trust factor.

PS3 : Adding a visual explanation to make B - more intelligible.

Poor paint attempt at explaining the shooting mechanic suggested in the post

10 Comments
2024/09/08
17:54 UTC

2

Keybind to drop all utility in cs2

I tried most of the old ones and they didnt work
if anyone has an updated one it would be great
some stuff that didnt work:
alias drop_nades "slot6; drop; slot7 drop; slot8; drop; slot9; drop; slot10; drop" bind o drop_nades

also tried a workaround with delays:
bind o "use weapon_flashbang; drop; use weapon_smokegrenade; drop; use weapon_hegrenade; drop; use weapon_molotov; drop; use weapon_incgrenade; drop; use weapon_taser; drop"

alias "drop_all_nades_1" "use weapon_flashbang; drop; use weapon_hegrenade; drop; use weapon_smokegrenade; drop; use weapon_molotov; drop; use weapon_incgrenade; drop" bind o "drop_all_nades_1"

the normal error message is :" 'use' can't follow 'use' in the same input binding. Ignoring input "

thanks for the help

1 Comment
2024/09/07
12:38 UTC

1

Is there something i can do so i am in "Premiere" when i press "Play" after starting the game

I could swear it's new that you are put into normal competitive every time. I have not even played normal competitive yet. I thought it remembered my favorite option is "premiere" and somehow give me that when i press "play". I feel like seing the competitive screen and having to press another time is new.

It started maybe a week or two ago.

Also: Is there a sub for general CS questions? i only posted here because i know /r/globaloffensive and /r/counterstrike don't really have posts like that a lot and i expect the answer to be a start parameter or console variable, if there's one. Or am i crazy and it was always like that?

9 Comments
2024/09/03
20:06 UTC

1

Practice Config for ffa deathmatch with grenades?

I want to have a CFG to execute that starts a FFA DM with bots where I have grenades to practice with. I used this one well enough before the multiple binds update, but now the bind for buying multiple grenades/guns doesn't work, and the 'give' command for grenades doesn't work after I have died once. The 'buy anytime'/extended buy time command doesn't work, and the default t/ct grenades don't work. I want to spawn with grenades every round, not have to continuously buy/give them to myself. I'm super confused why some commands work and some don't, and I would greatly appreciate if anyone could help. Here's what I use:

// All Defaults are the default of this config, not the standard gamemode.

// Match Setup
sv_cheats 1
mp_roundtime 15 // Sets the match length, in minutes. (Default: 60)
hideradar // Turns off the radar, as you can see your teammates even when set to FFA. If you set it to TDM instead then you can remove this command. You can also type "drawradar" in console mid-game if you want the radar back.
mp_buytime 60000
mp_buy_allow_grenades 1
mp_items_prohibited 0
mp_buy_anywhere             1       // Buy anywhere
sv_enablebunnyhopping       1       // Bhop: Enabled
ammo_grenade_limit_total    5       // Ammo: Allows you to hold all types of grenades

//mp_ct_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_incgrenade"       // Gives CT all grenades
//mp_t_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_molotov"           // Gives T all grenades

mp_ct_default_grenades "weapon_smokegrenade; weapon_incgrenade; weapon_flashbang; weapon_hegrenade; weapon_decoy"

mp_t_default_grenades "weapon_smokegrenade; weapon_molotov; weapon_flashbang; weapon_hegrenade; weapon_decoy"



// Buy Options
//mp_free_armor 0 // Whether to supply armor on spawn. (Default: 0)
mp_free_armor 2//; mp_max_armor 1 //1 and 1 gives kevlar no helmet

// FFA or TDM
mp_teammates_are_enemies 1 // Changing this to 0 makes it TDM rather than FFA. (Default: 1)

// Weapons
//bot_loadout "weapon_hkp2000" // Makes it so all that the bots spawn with are the starting pistols.

// Misc
mp_solid_teammates 1 // Can collide with teammates. (Default: 1)


// Restart Game (Applies all settings)
mp_restartgame 1

//give weapons
bind "9" "give weapon_ak47; give weapon_m4a1; give weapon_flashbang; give weapon_smokegrenade; give weapon_incgrenade; give weapon_molotov; give weapon_hegrenade; give item_vesthelm; give item_vest;"
bind "0" "buy ak47; buy m4a1; buy flashbang; buy smokegrenade; buy incgrenade; buy molotov; buy hegrenade; buy vesthelm; buy vest;"
2 Comments
2024/08/31
16:38 UTC

2

CS2 Movie Making Console Command

Please share the console commands which are used for CS2 movie making

4 Comments
2024/08/29
07:45 UTC

3

CS2 Video Settings & Advanced Video Settings with Console Command

Hay there.

Can anyone help me with the console commands of the Video Settings & Advance Video Settings? I have searched and read many articles regarding the matter but never could find the console commands.

All I found are the "Launch Option Commands" which you have to set before launching the game.

As I prefer customizing and organizing my own cfg file. Hence I keenly searching for the Video Settings & Advance Video Settings with Console Command.

2 Comments
2024/08/28
10:46 UTC

1

Bind for C4 and Healthshot but c4 have priority??or fix mine

I have this one rn but sometimes needs to press twice

// (C4 or Utility Switcher Same Key)

alias switch c4bomb alias c4bomb "slot5; alias switch sec"

alias sec "slot12; alias switch c4bomb"
bind x switch; toggle spec_show_xray 0 1

And this one:(healthshot have priority)(dont need to press twice)

bind x "slot5; slot12; toggle spec_show_xray 0 1"

3 Comments
2024/08/27
12:38 UTC

1

how to get custom knife in private practice config

Hey i have practice config that i use to practice util. how can i make it so i can spawn with custom knife like butterfly or krambit?

10 Comments
2024/08/22
08:20 UTC

4

any W+JumpThrow bind that works? (i can do normal but we all want to do with 1 key)

this was my bind before update:

alias "+runthrow" "+forward;+jump;"

alias "-runthrow" "-jump;-forward"

bind h "+runthrow;+throwaction"

I think they gonna revert the changes (only the binds thing)

Ohhh and 1 final opinion about snap tab I love that they prioritize that before hackers/cheats :D (I just faced one who admitted it on top of that)

EDIT: a vídeo for new jumpthrow and desubtick config: https://youtu.be/0sh3VSfxXh4

5 Comments
2024/08/20
18:05 UTC

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