/r/CounterStrikeBinds
Share binds and get help making some yourself.
Buy binds generator: http://csgobuynds.com/
Collection of useful resources: https://csgoconsole.com/
(Feel free to come with suggestions for more sites.)
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:
net_graph 1
slot1
+attack
-attack
bind "key" "+attack"
Look at the example code below the submission box.
bind "mouse1" "+attack"
bind "key" "+attack"
/r/CounterStrikeBinds
how would i create a toggle to bind a key to toggle mouse 2 crouch and mouse 2 alt fire
thanks!
I want to use mouse wheel down to pull out primary and change mouse sens to .51 at the same time.
Any console wizards on here know what the lines of code for that would be?
Thanks in advance!
Hey,
Can i toggle an action in cs2? Like +voicerecord
I tried everything but it didn’t binds
hi i wish to bind one button to toggle walk, another button to hold walk, is this possible? thanks
Is there a way to configure the mouse 2 bind to change depending on what you have in your hand? For example when I have the ak47, which has no mouse 2 function, out I want mouse 2 to bind to crouch and then when I have a weapon with a mouse 2 function out I want it to switch back. hopefully that makes sense?Is there a way to configure the mouse 2 bind to change depending on what you have in your hand? For example when I have the ak47, which has no mouse 2 function, out I want mouse 2 to bind to crouch and then when I have a weapon with a mouse 2 function out I want it to switch back. hopefully that makes sense?
Hello! I need your guy's help! I need to make it when I hold mouse4 and use the scroll wheel (both directions), I jump, which I figured out how to do, but I couldn't make it so when I let go of the button, it then allows me to just switch my weapons normally. I forgot exactly what I did, but it was kinda like this:
alias +combo "bind mwheelup +jump";alias +combo "bind mwheeldown +jump"
alias -combo "unbind mwheeldown";alias -combo "unbind mwheelup"
bind mouse4 +combo;bind mouse4 +combo
Hello,
I use multiple toggle bind like this one to switch volume when pressing a key :
bind k "toggle volume 0.1 0.2"
is it possible to have a sound and/or chat confirmation when it is toggled ? (not in general or teams chat with say, I just want a message in chat only visible for me)
I saw a pro play and take a deagle of the ground without swapping to his pistol and dropping it and i was wondering can someone send me a bind to do that? Preferably mouse3 bcs i am retarded and i tried copying of the internet but it doesn't work
Hello, is it possible to bind the grenade lineup reticle on toggle for one specific key ?
K activate the grenade lineup reticle, no matters what I have equiped
then K to go back to normal cross hair
How do you do a high jump bind now? Seen via “null bind system” but it stopped working for me now, anyone have an actual cfg for this?
cl_mute_enemy_team 0 1
doesn't seem to work. Leaving just cl_mute_enemy_team
doesn't seen to work either as a toggle.
Do I have to bind two separate keys to get cl_mute_enemy_team as a toggle?
I have a quick switch bind already but would like to have it so that I can press mouse 4 to toggle the bind on mouse 1 so that it switches to knife then back to last used gun when I shoot.
Something like:
bind mouse4 toggle "quickswitch"
alias "quickswitch" alias +qinv slot3, alias -qinv lastinv, bind mouse1 +qinv
I am pretty new to cs and just broke 1000 hours but dont know much about alias binds, any help on this or just someone telling me its not possible would be more that appreciated.
Is it possible to launch the game with a certain video preset or even change it ingame?
Basically want to have a high quality preset, next to my current competitive graphics.
For when you're not tryharding and actually want to enjoy source 2 graphics for example in offline server or casual or sth like that
edit: yes train inspired this post
This post will be focused on ramps / tilted floor / stairs in CS2 and some specific movement techs.
Obviously my knowledge on the subject is limited, I'm no expert in thoses fields and it's way above my inexistant pay grade; I've barely messed with hammer, done significant game development, graphic art, nor video edited so all the following are just assumptions considering that it works like it used to previously in CS.
It might be flawed in the procedure or the understanding; keep that in mind and consider any mistake unintended.
My apologies in advance for the poor quality of everything that will be following.
Context/References
In a gamedev global scope :
The source's stairs extended cut from 3klikphilip :
It would be nice to have a Source2 update on the matter from the holiday man -after we get train hopefully-
In case my mapping vocabulary is not accurate, here's what I believe the terms I will use refers to :
Hypothesys
Theses were my initial thoughs, I figured later when editing video2 that it was actually any mesh edge so what follows is more likely wrong. I've decided to include it anyway since it was what I aimed for during my testings until I figured.
- If a player collide with the pinpoint edge of a ramp while having air velocity (bottom/top/side), the player loses forward velocity instantly as if he's colliding with a wall, the faster the player comes in contact with it, the more likely it is to happen.
My first assumption was that some weird check for player elevation position mixed with its position prediction was at fault.
What I understood later on, is that the "collision" occurs when the game consider the player in a weird state (the tech players who does pixel surf would call it rounding displacement or something like it, I cannot explain it myself but it has been exploited for a long time, -more about it later on-) :
I though that the game could not differenciate if the player was bhopping the flat ground before or hitting the ramp after the very edge and the other way around, but noticed that theses conditions would create a "rampbug", that kills the forward momentum velocity when it happens.
I suspect this issue to be the root cause as to why the surfing in CS2 is currently broken with rampbugs.
<Slightly Off-Topic>
If you stretch the guess and assumptions even further down the road, I suspect that it might also explain the crouchjump issue that got band-aid patched recently with :
Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
To elaborate on that previous statement that seems out of place, it is referencing to this reddit post from a couple of weeks ago, which when you look closely at the video slowed down to the maximum on youtube, you can notice 3 different situations occuring for a slight moment when the player hits jumps (I suppose he's holding W at the same time, which create this inconsistency since looking at different angles will be the difference in the conditions/results) :
-336.03 -416.03 -174.08
.-336.03 -416.03
: both of the x-y axis remains still (or at worse 0.1 rounding displacement error).-336.01 -416.03
: one of the two x-y axis hits a rounding displacement error (of 0.2 for the x) resulting in a small loss of height units.-335.98 -416.02
: both of the x-y axis hits a rounding displacement error (of 0.5 for the x and 0.1 for y) resulting in a failed jump due to the massive loss of height implied by the deep collision inside map geometry.From that observation, I feel confident to state that in the current state of the game, the best way to hit a reliable 64 units jump is to duck and jump at the same time THEN press forward after the jump has been initiated, if you move towards the wall before jumping, you might encounter this error and fail your jump, so Ropz didn't actually had bad movement, he just got CS2ed from his good CS:GO mechanics.
</off-topic>
Procedure
For this testing, I've booted a practice server (casual) with the workshop tool build (so I can use mat_wireframe 1
), the version is dated to Nov 07 13:57:34 (according to r_show_build_info 1
), the server loopback is set to 1, it's a local server, so hopefully, no lag compensation of any sort.
I decided to use Nuke CT spawn ramp since it was the more convenient for my testing and I knew it would happen here, but there are many other places where you would get the same results, Overpass B site Monster ramp is another example amongst others.
To record it, I've been using theses commands, but I do believe the glitch can happen on vanilla settings, it's just harder to replicate because of the multiple speedcaps it implies.
alias "savepos_exact" "getpos_exact | alias telepos";
bind "mouse1" "+jump";
bind "mouse2" "toggle host_timescale 0.25 1";
bind "q" "savepos_exact";
bind "e" "telepos";
bind "downarrow" "noclip";
sv_cheats 1;
sv_autobunnyhopping 1;
sv_enablebunnyhopping 1;
sv_jump_spam_penalty_time 0;
sv_accelerate_use_weapon_speed 0;
sv_maxspeed 5000;
sv_maxvelocity 3500;
sv_stopspeed 80;
sv_staminamax 0;
sv_staminajumpcost 0;
sv_staminalandcost 0;
sv_staminarecoveryrate 0;
sv_airaccelerate 2000;
mat_wireframe 1;
r_drawviewmodel 0;
cl_firstperson_legs 0;
cl_draw_only_deathnotices 1;
crosshair 0;
cl_showpos 1;
sv_steamauth_enforce 0;
// For some reason, I often run into an error when I'm setting up a practice server on the workshop build and the issue persists on the default build, so that's my workaround, but it is an issue that does deserve to be fixed.
// The error in question :
// STEAMAUTH: Client Player_name received failure code 8
// SV: Disconnect client 'Player_name' from server(9): NETWORK_DISCONNECT_STEAM_LOGON
Some paint explanations of my first theory
Edit post-paint : The blue arrow that labels the slide definition is not accurate, you can slide without rampbugging the exit, but a "good/perfect" slide (from my own experience) seems to be tied to hitting a rounding displacement error and so in that specific case, run consistently into a rampbug.
For those wondering what a slide is, it's a mechanic that was mostly used in danger-zone on CS:GO, some people refers to as snurfing. If you're colliding with a slope with enough speed and a close enough angle entry, you would slide on the surface and keep some of your velocity rather than stopping like you would on a flat ground.
Actual video results of the testing
Video 1 (bad quality, bad edit, but live gameplay compilation with inputs showcasing the procedure)
The first video is a compilation of live gameplay recording showing my inputs in real time (the clips are slowed down to x0.5 with the editing software), with host_timescale set to 1 and mouse2 bound to +duck.
Video2 (demo recording with multiple POV)
The second video is a demo recorded mostly using host_timescale 0.25 (other than that, it is the same conditions as the first one). I've edited it to include multiple POVs.
Now here's what I understood after testing and reviewing theses videos :
In the video1, at theses timestamps [0:52 - 1:10 - 1:18 - 1:44 - 2:13 - 2:32 - 3:08], I noticed something odd, the rampbugs were not stopping me in place, but throwing my momentum to the side instead. I though I was just hitting a strafe key when it happened and didn't think much of it.
Then, while editing the video2 [1:11 - 1:58- 02:12 - 03:53] I realised that I was sliding against one of the wireframe mid ramp, this reminded me of a glitch from 9 months back where players were able to climb pretty much any walls.
The most obvious occurence where players would climb the fences outside to get above silo.
From this observation I assume it works the same way it would for pixelsurfs and is caused by the rounding error displacements mentionned earlier.
It seems to me that the position of the player is assumed/predicted by the server to be lower/further than the geometry of the map should allow, which leads the player to bounce against a segment between two vertices that simply should not be possible to clip.
NOTE : It is just more likely to happen on the edges of this ramp due to the amount of mesh edges present here.
The speed seems to play a big part on the fact that the player assumed/predicted position would create a rounding error displacement, which breaks the height check for elevation resulting in a collision with the edges of any mesh when it happens in my testings; but is not limited to having speed, since a simple walk strafe into a wall can create the same kind of errors and break crouchjumps as explained earlier in the off-topic.
A lot of this is based on my own observation and wild assumptions, if anyone do know better and can correct me or suggest better procedures, I will gladly receive it, correct myself and provide further details if needed !
Conclusion
I believe there is two main variables that makes this glitch possible :
Whatever valve did to fix the walls being climbable in this clip previously mentionned (that was abusing the same kind of glitched mechanic), applying it to floors, ramps or any surface clippable by the player might be a fix if it's a possibility, but I can also be completely wrong.
I believe it was this update :
Fixed several cases of sticky collisions when jumping against surfaces.
My final conclusion is that, if valve is willing to fix that rounding displacement error (at the price of some FPS loss?), it will fix various inconsistencies as rampbugs, crouchjumps, pixelsurfs and grenade line-ups; allowing them to remove some previous band-aid fixes, but it may break other things I'm not aware about.
Considering the recent improvement in input latency from the recent updates, I'd take this deal if put on the table.
In hopes that this brainf*ck can be a step towards the final fix of the rampbugs in the source engine.
Runboosting is painful on CS2 due to the mechanic (you cannot runboost on a surface going up, even if it's only a few pixels upward) + uneven ground mapping of competitive maps.
For example, Nuke T side because of the fences laying on the floor, Inferno CT to B site floor do seem to be flat but nope.
It can get even more gamebreaking on Nuke CT to heaven ladder, where if a player steps on your head (unintended runboost) while you're crossing the door, the slightly elevated doorstep will refrain you from moving forward, ask Renyan about it.
Jumping in place on a sloped surface will no longer result in players sliding a short distance.
- The recent fix affecting velocity while jumping on slopes checks if the player is moving on x/y axis when bouncing on angled surface to decide if the game should apply it to the player velocity momentum or not.
I believe it would be better if instead, the game was checking if the player is at his first jump or bhopping instead for closer behaviour to CS:GO and more reliable (if a player bhops, he should "bounce" downward, if it's a single jump with no instant second jump (stamina check?) he should remain still).
Because right now, the behaviour feels kinda random even when knowing how it occurs.
- Edgebugging does make a noise even if the player is holding shift or crouch while performing it, it might be intended from one of the previous updates, but it would be a nice skill mechanic to have (holding either +sprint or +duck while performing an edgebug for it to be silent); I do understand that it could be a limitation from the engine or a purposed decision.
To improve debugging, feedbacks and bug reports, it would be nice to make theses commands available to players (under sv_cheats 1
) :
- getvector
/ getvel
similar to getpos
and setvector
/ setvel
similar to setpos
but for movement / velocity momentum, so it's possible to create savelocs / teles (used in surf or bhop servers), natively without the usage of plugins.
- sv_throw_[grenade]
commands do exists to some extent, but I can't use them directly, only through sv_rethrow_last_grenade
, making it directly available for debugging would allow pinpoint accurate grenades lineups for all kind of stuff, natively without the usage of plugins.
- r_drawclipbrushes
would surely be a big bonus for debugging as well.
It's probably possible to use workarounds with advanced knowledge and sheningans currently, but I believe that removing the gatekeep on those would benefit everyone in many different cases, especially for giving feedbacks that are easy to reproduce in my case.
- mp_drop_healthshot_enable 1/0
: You cannot drop healthshots atm.
- In competitive especially but not limited to, if there is a vote in process during a round ending/halftime, the vote panel will freeze, and remain still, soft-locking the vote process for 20 seconds or so. Nothing more infuriating than a player that crashes mid-round, team starts voting a pause for him to come back and voting results in a fail, because the last vote occurs after round restart and the panel won't aknowledge it.
PS : The last update do feel amazing input latency wise, my compliments to the chefs !
Using Falchion knife. I have a bind that I could always hit and each time it would flip. So constant flipping. Once again the code is no longer working. I apologize as I'm old and can't figure it out this time. If someone could help me out with this, I'd appreciate it.
I used to use pre CS2:
alias "+moveit" "-lookatweapon;+reload"
alias "-moveit" "+lookatweapon;-reload"
bind "MOUSE5" "+moveit"
Then for CS2 I was using:
alias +lookdrop "+reload;-attack;-attack2"
alias -lookdrop "-reload;+lookatweapon;-lookatweapon"
bind MOUSE5 +lookdrop
But now everything I try, it doesn't stop the inspect animation and reset it as it used it. the animation of inspect continues on until it finishes then I can press it again.
Thanks.
Hello
I have an autoexec for jump throw in "v" but its not working
Nothing happens when i press v
I cant paste it here now because im at work but im 99% sure that its correct
Is there another bind that i can try or is there something i can try to solve this?
I would like to have the checkpoints and teleports similar as in cs:go. So it uses them from the primary and secondary keys. This then needs to execute two commands at a time. Any help here?
Example: Chatgpt got me this far, but it only executed the "cs_cp" command to console. (I have primary weapon in "q")
bind q +togglePrimaryCheckpoint
alias +togglePrimaryCheckpoint "cs_cp; use weapon_primary"
alias -togglePrimaryCheckpoint ""
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;
in CS2, would like to use the following binds:
bind "c" "use knife;use smokegrenade"
bind "x" "use knife;use incgrenade; use molotov"
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"
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 :)
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.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.Doors :
+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 (EDIT : It has been greatly improved in the recent updates on multiple tweaks, it feels much better !) :
-> 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? :
PRACTICE CMDS/FEATURE REQUEST :
give_money [$cash]
ORbuymenu_no_cost [0/1/2]
:-> 0
= Normal behaviour : Every items are deducted from player's economy.
-> 1
= Motherload, price-tags are not a thing, anything can be purchased for free !
-> 2
= Only some specific items are free (kevlar/helmet/grenades/kit/zeus).
mp_weapons_allow_typecount [0/-1]
ammo_grenade_limit_flashbang
, ammo_grenade_limit_default
and ammo_grenade_limit_total
were restricting me from buying more grenades, my bad, but at the same time, some documentation wouldn't hurt, especially when theses commands oftenly overlaps with sv_infinite_ammo 1
... 0:)ammo_grenade_limit_flashbang 50
, ammo_grenade_limit_default 50
and ammo_grenade_limit_total 500
, I've noticed that buying one grenade would sometimes purchase multiple/the whole stack possible to carry (according the previously mentionned commands), but not all the time, some weird edge case sv_infinite_ammo 1
being enabled fills the grenade stack when switching to it, maybe that's actually working as intended ?ammo_grenade_limit_explosive
, ammo_grenade_limit_smoke
, ammo_grenade_limit_decoys
, and ammo_grenade_limit_fire
would probably make sense.buy_no_team [$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: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]
(EDIT : This cvar was not implemented, but we can now rebuy an armor/kevlar in the buy menu once it's altered, which was my main issue, thank you ! Side-notes, kevlar and helmet "wear" seems to be tied to each others in a weird way instead of being separated according to where damage was taken, and helmet can only be purchased back once it's fully destroyed, might want to look into that !) :-> 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. EDIT : After further testing, the inputs are actually registered in the right way, maybe it's only an issue related to slot[num] commands ?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 :
stop_exec
to stop config execution, it can be useful when paired with exec_async for advanced tasks, same kind of stuff than sleep
.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.
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.In video 3, another player tried to mess with escape
command while using a customized radial wheel and had this happen, he was not able to reproduce it yet.
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 !
PS2 : Spotted various improvements towards the hit-tagging and armor behaviour in general, there are a few low priority odd behaviour that I specified as EDIT in the post. I also added another video demonstration of a bug with mousehook (video 3).
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
Hi ı need to left hand only knife please help
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?
So valve rekt double binds, are there some tricks I can use to bind playing with (inspect & reload) knife to a single key again?