hyness Posted September 2 Share Posted September 2 I wrote a little class selector config based on some config I think found here. This really helped me be a better team player, as I have found there are times in maps where it makes sense to quickly switch classes, but fumbling around in the GUI was too cumbersome for someone as prone to "fat fingering" as me. I thought I'd share it here for anyone who is interested. The binds in this config use the numpad for those with a full sized keyboard. You must pick a side before you start switching classes. 7 - Switch to Axis 8 - Switch Spectator 9 - Switch to Allies Once that is done, you can switch to any of the 5 classes 1 - Field Ops 2 - Covert Ops 3 - Soldier 4 - Medic 6 - Engineer Keep pressing your desired class and it will cycle through the available weapons. You should get a message indicating the class and weapon you will be switching to, colored blue if Allies, red if Axis The change will take effect on your next spawn You can either copy it into your config or pull it in through an exec command (my preferred method to keep things tidy) One note of warning: If you get shuffled to a new team, make sure you press 7 or 9 so the config is in sync with your current team. Many times I have forgotten and accidentally changed back to the team I was shuffled away from, a big no no. Thankfully, I've been able to either switch back or go to spectators before an admin noticed my mistake 🤦♂️ I hope someone else finds this useful. I did show a very good FA admin this config, and they were impressed enough to encourage me to share this. Any critiques or improvements welcome as well, especially if there is a way to automatically sync your current team when shuffled class-selector.cfg 2 1 Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 2 Share Posted September 2 (edited) I have something similar, but withouth the need to sync with current team after shuffle. Think removing team b and team r, making it a function instead, so you do not need the extra step of actually choosing a team. (Borrowed by someone I can't remember). If you prefer a certain smg over another, just another line with correct smg bind F8 "vstr classfieldop" bind F7 "vstr classengi" bind F5 "vstr classsoldier" bind F6 "vstr classmedic" bind F9 "vstr classcovop" // Class script set classengi "vstr classengi1" set classengi1 "vstr classrecycle; class e 1 1; set classengi vstr classengi2; echo "^7[Spawn: ^4Engineer^7/^4SMG^7]"" set classengi2 "class e 2 1; set classengi vstr classengi1; echo "^7[Spawn: ^4Engineer^7/^4Rifle^7]"" set classfieldop "vstr classrecycle; class f 1 1; echo "^7[Spawn: ^4Fieldop^7/^4SMG^7]"" set classsoldier "vstr classsoldier1" set classsoldier1 "vstr classrecycle; class s 4 1; set classsoldier vstr classsoldier2; echo "^7[Spawn: ^4Soldier^7/^4Pf^7]"" set classsoldier2 "class s 5 1; set classsoldier vstr classsoldier3; echo "^7[Spawn: ^4Soldier^7/^4Mortar^7]"" set classsoldier3 "class s 2 1; set classsoldier vstr classsoldier4; echo "^7[Spawn: ^4Soldier^7/^4MG42^7]"" set classsoldier4 "class s 3 1; set classsoldier vstr classsoldier1; echo "^7[Spawn: ^4Soldier^7/^4Flamer^7]"" set classmedic "vstr classrecycle; class m 1 1; echo "^7[Spawn: ^4Medic^7/^4SMG^7]"" set classcovop "vstr classcovop1" set classcovop1 "vstr classrecycle; class c 3 1; set classcovop vstr classcovop2; echo "^7[Spawn: ^4Covert^7/^4sniper^7]"" set classcovop2 "class c 2 1; set classcovop vstr classcovop3; echo "^7[Spawn: ^4Covert^7/^4FG42^7]"" set classcovop3 "class c 1 1; set classcovop vstr classcovop1; echo "^7[Spawn: ^4Covert^7/^4Sten^7]"" set classrecycle "set classengi vstr classengi1; set classcovop vstr classcovop1; set classsoldier vstr classsoldier1" Edited September 2 by MosesIsComingLookBusy 1 Quote Link to comment Share on other sites More sharing options...
hyness Posted September 2 Author Share Posted September 2 Would you mind elaborating on "making it a function instead"? Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 2 Share Posted September 2 (edited) instead of the need to press a chosen team, it will still work no matter what team you are on (axis or allies), removing the need to rechoose a team after a shuffle or putteam. Basically removing an extra button click 😃 Edited September 2 by MosesIsComingLookBusy Quote Link to comment Share on other sites More sharing options...
hyness Posted September 3 Author Share Posted September 3 Ah, I think I get it. I used the team command which switches team and class, but there is a class command for switching just the class for whatever team you are on. I'm not sure how that would work with the weapons though, as the codes for some weapons change based on what team you are on Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 3 Share Posted September 3 This is for the soldier class. The script is based on ETpro. Cycling through, mg42, mortar, flamethrower and panzer. Not sure how it works on different mods, but it works well with silent mod. Below you can see you do not need the specific weapon code. So if both mp40 and thompson is in slot 1, when allies it will choose thompson, if axis it will chose mp40. Uses placements, but it's a bit off when it comes to different mods though, it will not cycle through added weapons, but that is something you can add. class s 5 1 (mortar) class s 2 1 (mg42) class s 3 1 (flamer) class s 4 1 (for panzer) For covie: class c 3 1 (sniper) class c 2 1 (fg42) class c 1 1 (sten) 1 Quote Link to comment Share on other sites More sharing options...
Cocanation Posted September 3 Share Posted September 3 I think /class does not work on jaymod. You can use /class on silent, etlegacy, noquarter. On jaymod you have to do it the old way, like in this cfg Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 3 Share Posted September 3 Welll post looked a bit messy. Ah. Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 3 Share Posted September 3 Just now, Cocanation said: I think /class does not work on jaymod. You can use /class on silent, etlegacy, noquarter. On jaymod you have to do it the old way, like in this cfg You are correct, I also checked now that it will change classe on silent, but not weapons. Quote Link to comment Share on other sites More sharing options...
MosesIsComingLookBusy Posted September 3 Share Posted September 3 Sorry for my misinformation Hyness, I do not actually use it a lot. Only to change to engy for a clutch defuse. And when I tested it, I used on ETpro. When I played silent it worked changing to engy =). Time to update the config I guees 😃 1 Quote Link to comment Share on other sites More sharing options...
hyness Posted September 3 Author Share Posted September 3 Thanks @MosesIsComingLookBusy for your help! I probably should have specified I pretty much exclusively play on Jay 1. I've heard you can have mod specific configs, so I might use your suggestion for the mods specified once I figure that out how to do mod specific configs 😃 1 Quote Link to comment Share on other sites More sharing options...
Leatherface Posted September 3 Share Posted September 3 I have used this, since 2008 or so instructions.. on the NUMPAD key '1' select allies key '2' select spectator key '3' select axis once you have selected the side you want these next set of keys are then active, if you dont select a side it will tell you to pick a side first.. the keys above the 'arrow keys' 'insert' selects engineer with thompson/mp40 with dual akimbo's (if you've not got enough xp for the akimbos it will select a single pistol) if you want the garand/k43+akimbos press the key again. 'home' selects medic with thompson/mp40 (same applies with akimbos as before) 'pgup' selects field ops with thompson/mp40 + akimbos if you have them. 'delete' selects soldier (press to cycle weapons) + thompson if you have lvl4 if you want akimbos then tou will have to goto the menu to select it, but i don't know any lvl4 soldier who doesn't use machine gun lol 'end' er does nothing 'pgdn' selects covert ops (cycle weapons again) + akimbo's as above hope you understand all that it's easy once you learn the keys OR bind the keys you would like to use instead it's easy to edit.. just add this to your autoexec.cfg // // Spawnscript (Class-selection) // // Selection Binds - The keys bound to perform certian actions. bind KP_DOWNARROW "vstr ts" // Team Spec bind KP_END "vstr tb" // Team Allies bind KP_PGDN "vstr tr" // Team Axis bind DEL "vstr so" // Soldier (SMG, Flamethrower, MG42, Panzer or Mortar) bind HOME "vstr me" // Medic (SMG) bind INS "vstr en" // Engineer (SMG, Rifle + Grens) bind PGUP "vstr fo" // Field Ops (SMG) bind PGDN "vstr co" // Covert Ops (Sten, FG42 or Rifle + Scope) // Config - Intro Basically. Join a Game, ESCape out of Limbo menu and Select a Team. set ts "team spectator; set co vstr no_t; set so vstr no_t; set fo vstr no_t; set en vstr no_t; set me vstr no_t; echo ^2*^7spectator^2*" set tb "set co vstr b_co; set so vstr b_so; set fo vstr b_fo; set en vstr b_en; set me vstr b_me; echo ^2*^7allies^2*" set tr "set co vstr r_co; set so vstr r_so; set fo vstr r_fo; set en vstr r_en; set me vstr r_me; echo ^2*^7axis^2*" set no_t "echo ^2*^7You ^2need^7 to pick a team.^2*" // Allied Class Selection - If you picked a Team, its time to pick a Class // // Soldier set b_s1 "team b 0 5 8; set b_so vstr b_s2; say_team ^2*^7sold^2/^7panzer^2*" set b_s2 "team b 0 31 8; set b_so vstr b_s3; say_team ^2*^7sold^2/^7mg42^2*" set b_s3 "team b 0 35 8; set b_so vstr b_s4; say_team ^2*^7sold^2/^7mortar^2*" set b_s4 "team b 0 6 8; set b_so vstr b_s1; say_team ^2*^7sold^2/^7fthrower^2*" set b_so "vstr b_s1" // Medic set b_me "team b 1 8 37; say_team ^2*^7medic^2/^7smg^2*" // Engineer set b_e1 "team b 2 8 37; set b_en vstr b_e2; say_team ^2*^7engy^2/^7smg^2*" set b_e2 "team b 2 24 8; set b_en vstr b_e1; say_team ^2*^7engy^2/^7rifle(grens)^2*" set b_en "vstr b_e1" // Field Ops set b_fo "team b 3 8 37; say_team ^2*^7fops^2/^7smg^2*" // Covert Ops set b_c1 "team b 4 33 47; set b_co vstr b_c2; say_team ^2*^7covops^2/^7fg42^2*" set b_c2 "team b 4 25 47; set b_co vstr b_c3; say_team ^2*^7covops^2/^7rifle(scoped)^2*" set b_c3 "team b 4 10 47; set b_co vstr b_c1; say_team ^2*^7covops^2/^7sten^2*" set b_co "vstr b_c1" // Covert Ops set r_c1 "team r 4 33 48; set r_co vstr r_c2; say_team ^2*^7covops^2/^7fg42" set r_c2 "team r 4 32 48; set r_co vstr r_c3; say_team ^2*^7covops^2/^7rifle(scoped)"" set r_c3 "team r 4 10 48; set r_co vstr r_c1; say_team ^2*^7covops^2/^7sten^2*" set r_co "vstr r_c1" // Axis Class Selection - Same as above, just different values. // // Soldier set r_s1 "team r 0 5 3; set r_so vstr r_s2; say_team ^2*^7sold^2/^7panzer^2* set r_s2 "team r 0 31 3; set r_so vstr r_s3; say_team ^2*^7sold^2/^7mg42^2*" set r_s3 "team r 0 35 3; set r_so vstr r_s4; say_team ^2*^7sold^2/^7mortar^2*" set r_s4 "team r 0 6 3; set r_so vstr r_s1; say_team ^2*^7sold^2/^7fthrower^2*" set r_so "vstr r_s1" // Medic set r_me "team r 1 3 38; say_team ^2*^7medic^2/^7smg^2*" // Engineer set r_e1 "team r 2 3 38; set r_en vstr r_e2; say_team ^2*^7engy^2/^7smg^2*" set r_e2 "team r 2 23 3; set r_en vstr r_e1; say_team ^2*^7engy^2/^7rifle(grens)^2*" set r_en "vstr r_e1" // Field Ops set r_fo "team r 3 3 38; say_team ^2*^7fops^2/^7smg^2* // Initiate Script - Makes it work. vstr ts 2 1 Quote Link to comment Share on other sites More sharing options...
Shoresy Posted September 3 Share Posted September 3 7 hours ago, hyness said: I've heard you can have mod specific configs, yessir! what I did was create a main config that is all my “settings” and such related to the game it’s self. Such as the visuals, resolution, main key binds, sensitivity. Stuff of that nature. then I went into each mod, I bound everything I wanted specific to that server / mod. I then do /writeconfig <servername> I do this because for example silent and legacy both I sometimes play on other servers and I wouldn’t want a particular bind on that server or so. So once I load game/mod I’ll /exec said config. I also well for jaymod have 2 configs specifically one “normal” and one “bright” if I do /exec bright that’s because the map is too damn bright xd so I have a config for the bright maps which is simply just turning down my gamma n such. But yeah you can have all sorts of configs. The /writeconfig feature is nice. If you use etlegacy client it’ll save in your docs folder in the corresponding mod folder 1 Quote Link to comment Share on other sites More sharing options...
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