-
Notifications
You must be signed in to change notification settings - Fork 1
Common Input Settings
These are settings that are directly related to how you press buttons.
Buttons are bound with the command bind keybind action
- for example, bind w +forward
will move the player forward.
The plus "+" symbol means that the action will be performed as long as as the button is held, with "-" triggering on the button is released.
- A key release action can be executed after a button is held with the minus "-" state; while this isn't useful for standard keybinds, this may be useful for alias creation.
- You cannot have more than actively held-down ("+") command per alias.
- Both actions and/or aliases can be bound to as many keys as you want.
- Aliases don't need to be bound in order to be registered.
- Quotes are needed for commands with spaces, or with aliases.
bind g "say Good Game!"
A more in-depth explanation for keybinds and aliases can be found on the TF2 Wiki's Scripting Article.
-
hud_fastswitch 1
- Removes the HUD element that opens a weapon category bind is pressed, causing a delay -
hud_quickinfo 0
- Removes the health and ammo counter near the crosshair. Not only does it add extra clutter, it also isn't centered properly -
cl_autowepswitch 0
- prevents picking up weapons from the ground, aside from the bug when you pick up ammo for an empty weapon -
cl_defaultweapon weapon_frag
- Spawn holding throwable frag grenades instead of the SMG, as it's usually the best starting weapon when comboed with the Gravity Gun Def. "weapon_smg1" -
cl_playermodel models/humans/group03/female_01.mdl
- Your preferred player model choice, when available. Unfortunately, the game has a bug where it does not respect this setting (workaround is to use a bind to change it manually)
sensitivity
- Base mouse sensitivity; lower is more precise, but higher will let you do advanced movement tricks more easily (like circle jumping).
m_rawinput 1
- Disables mouse acceleration. This makes every turn of mouse be the same every time. Highly recommended!
- Scroll wheel weapon selection and weapon groups are slower than direct weapon binds, especially with hud_fastswitch disabled (
hud_fastswitch 0
; default game behaviour) - You'll be using weapon binds often, so keep these as close to your movement keys as possible for easy access
This is the default number row binds for weapon selection.
slot1
: Crowbar > Stun Stick > Phys Gun
slot2
: Pistol > Revolver
slot3
: SMG > AR2 (Pulse Rifle) > Debug Cubemap / Custom Guns Server Plugin Weapon Selector
slot4
: Crossbow > Shotgun
slot5
: Frag Grenade > RPG > SLAM
slot6
: Unused in HL2:DM
The weapon switcher interface can be removed with hud_fastswitch 1
, while still maintaining functionality. This will let you quickly swap to your team's melee weapon without needing to separately bind both weapons, for example.
Once you're familiar with the weapons of Deathmatch, it's recommended to directly bind weapons instead to remove the delay of messing with weapon groups.
"Scrolling weapons is cheating - cheating yourself of a better gaming experience!" - TheNewGuy
Ideally, the fastest way to equip a weapon is to bind it directly.
For example, if you want to equip a SLAM, bind 6 use_weapon_slam
will effectively skip past two weapons in it's weapon group selection UI, and also bypass a previously required left-click (+attack
) to actually confirm the weapon selection (hud_fastswitch is disabled by default).
As you can see, binding a weapon to a key instead will bypass all of that nonsense above, and is very advantous to the point where it should have been a default in the first place.
It should be noted that while you can create your own custom weapon groups the commands below in an alias, the game will not keep track of what weapons you have in your inventory, which can be an annoyance in between deaths.
use weapon_crowbar
- Crowbar
use weapon_stunstick
- Stun Stick
use weapon_physcannon
- Gravity Gun
use weapon_pistol
- Pistol
use weapon_357
- .357 Magnum Revolver
use weapon_smg1
- SMG
use weapon_ar2
- AR2 (Pulse Rifle)
use weapon_cubemap
Debug Cubemap / Custom Guns Server Plugin Weapon Selector
use weapon_shotgun
- Shotgun
use weapon_crossbow
- Crossbow
use weapon_frag
- Thrown Fragmentation Grenade
use weapon_rpg
- RPG
use weapon_slam
- SLAM (S.L.A.M); throwable tripmine
lastinv
- Swap to the last used weapon (and back again)
phys_swap
- Swap from current held weapon to the Gravity Gun, or to the last used weapon if the Gravity Gun is already held.
+reload
- Reload your weapon
+zoom
- Hold To Zoom; you cannot fire while zoomed
toggle_zoom
- Unlike Hold To Zoom, Toggle Zoom allows shooting while firing (an alias can be created to use toggle zoom as a hold-to-toggle)
+attack
- Primary Fire
+attack2
- Secondary Fire
+attack3
- Tertiary Fire; unused (as far as I can tell)
Typically WASD, although ESDF is uncommonly used to allow more keybindings around the movement keys (at the cost of making early numerical & modifier keys more difficult to press).
+moveleft
- Strafe Left
+moveright
- Strafe Right
+back
- Move Backward
+forward
- Move Forward
+jump
- Jump; it's a good idea to bind jump to your scroll wheel (bind mwheeldown +jump
or bind mwheelup +jump
) for easy bunnyhopping
+speed
- AUX Power/Sprint; drains with use or while underwater
+duck
- Crouch; reduces friction until you reach a standstill
+use
- Use key; does not work on props, in spite of making a success noise on usage
impulse 100
- Flashlight Toggle, requires servers to enable it (workaround on disabled servers - use an alias to toggle mat_monitorgamma
levels)
impulse 201
- Your Spray/Logo; set in either the options or with the command cl_logofile
messagemode2
- All chat
messagemode
- Team chat
+voicerecord
- Push to talk; subject to sv_alltalk
in team modes. An alias can be created to enable toggle to talk.
timeleft
- The server's countdown until the current game ends. Unlike the chat command [may or may not be from SourceMod], getting the time left this way instead of saying "!timeleft" won't send the time to other players
toggleconsole
- Open or close console; tilde "`" by default
+showscores
- Show scoreboard while held.
In non-team modes, this will switch your player model (and starting melee weapon) to the relevant factions.
jointeam 1
- Spectator
jointeam 2
- Combine (Blue)
jointeam 3
- Rebel (Red)
This is a snippet of an alias changing your player model and team.
// Team skin preferences
alias "rebelModel" "cl_playermodel models/humans/Group03/female_01.mdl"
alias "combineModel" "cl_playermodel models/combine_soldier.mdl"
// Teamchange Binds
bind "F2" "rebelModel; jointeam 3; kill" // Join Rebel Team + change to designated (aliased) rebel skin
bind "F3" "combineModel; jointeam 2; kill" // Join Combine Team + change to designated (aliased) combine skin
bind "F4" "jointeam 1; hud_reloadscheme" // Join Spectators + reload HUD (HPH workaround)
These are commands that aren't directly related to playing, but are still useful. Many of these commands don't need to be aliased in order to toggle them; you can use bindtoggle
instead (e.g. bindtoggle downarrow net_graph 1 0
).
cl_showfps 1
- Shows framerate and the current map in the top right corner.
net_graph 1
- Shows network diagnosis information and your current frame rate; useful for diagnosing gameplay issues, especially latency-related.
cl_showpos
- Shows your current map position, and your player's (or spectating player's) velocity. This is a client-side command, so it may not be accurate in certain situations (e.g. a player's speed is modified by a map).
hud_reloadscheme
- Reload your HUD; useful if you have frozen HUD elements (or if you use a HPH HUD and want to spectate without health and suit icons).
The game does not remember your preferred skin by default, so you'll need to set this either on startup (autoexec.cfg
/overrides.cfg
) or use a HUD that fixes it (Jora's Fix, or a HPH-generated HUD).
The command to set your player model is cl_playermodel model_file
, with model_file being a file path to a valid model.
Gendered player models share the share model, but the skin will change slightly (faces, clothing, and skin colour). Otherwise they are the same, even their death screams.
Rebel player models use lighter boot sounds as footsteps compared to the Combine player models.
The character names are official, and are taken from the the vanilla game's texture files (and cross-referenced to a Half-Life wiki).
As far as I can tell, outside of the visual changes and death noises (the noise sounds in each gender group are all shared between model variants), there isn't anything also changed between them.
cl_playermodel models/humans/group03/male_01.mdl
- Van (Black Skin)
cl_playermodel models/humans/group03/male_02.mdl
- Ted (White Skin)
cl_playermodel models/humans/group03/male_03.mdl
- Joe (Black Skin)
cl_playermodel models/humans/group03/male_04.mdl
- Eric (White Skin)
cl_playermodel models/humans/group03/male_05.mdl
- Art (Asian Skin)
cl_playermodel models/humans/group03/male_06.mdl
- Sandro (White Skin)
cl_playermodel models/humans/group03/male_07.mdl
- Mike (White Skin)
cl_playermodel models/humans/group03/male_08.mdl
- Vance (White Skin)
cl_playermodel models/humans/group03/male_09.mdl
- Erdin (White Skin)
cl_playermodel models/humans/group03/female_01.mdl
- Joey (White Skin)
cl_playermodel models/humans/group03/female_02.mdl
- Kanisha (White Skin)
cl_playermodel models/humans/group03/female_03.mdl
- Kim (Black Skin)
cl_playermodel models/humans/group03/female_04.mdl
- Chau (Asian Skin)
cl_playermodel models/humans/group03/female_06.mdl
- Naomi (White Skin)
cl_playermodel models/humans/group03/female_07.mdl
- Lakeetra (Black Skin)
Note: female_05.mdl does not exist in the game files.
Compared to Rebels, Combine player models are radically different compared to the Rebel models.
- Footsteps are distant, with heavy boot noises.
- The Metro Cop makes it's trademark flatline radio noise along with a gasp when it dies
- The shotgunner skin variants of the Combine model skins are not available without the use of server plugins
Outside of the radically different colour changes, combine players make different footsteps sounds than Rebels (heavy boots sounds)
cl_playermodel models/police.mdl
- Metro Cop (trivia - the only player model that makes a flatline and radio sound when they die)
cl_playermodel models/combine_soldier.mdl
- Soldier; blue-gray, with blue eye highlights (Urban Camo)
cl_playermodel models/combine_soldier_prisonguard.mdl
- Soldier; blue_cyan, with yellow eye highlights (Nova Prospekt)
cl_playermodel models/combine_super_soldier.mdl
- Super Soldier; white, with red cyclopes eye (Combine insignias)