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Common Input Settings

CLANG-CLANG edited this page Oct 18, 2022 · 107 revisions

These are settings that relate to how you control yourself in the game.

Keybindings Crash Course

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.

Advanced Scripting Information

  • 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 (plus) 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 much more in-depth explanation for keybindings, aliases, and common scripts can be found on the TF2 Wiki's Scripting Article.

Gameplay Preferences

  • 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)

Mouse Settings

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!

Weapon Binds

General Weapon Binding Tips

  • 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

Weapon Slots

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.

Direct Weapon Binds

"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

Previous Weapon Switch Commands

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.

Weapon Interaction

+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)

Movement Keys

Basic Directional Movement

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

Terrain Navigation Binds

+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

Player Interaction Binds

+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

Communication

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.

Misc. Binds

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.

Teamchange Binds

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)

Change Team and Set Player Model Script

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)

Utility Binds

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).

Setting Your Preferred Player Model

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.

If you have a preferred model for each faction, you can use an alias to switch teams (if applicable) and your player model in one sweep. An example is below.

// 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)

Rebel Player Models

Gendered player model variants share the share base model, but their appearance will change slightly based on selection; only their faces, ethnicity changes to their skin colour, and minor detailing changes to their clothing are different. Otherwise they are functionally the same, sharing the same Rebel movement sounds; even their death screams aren't personalised to their variant.

The character names listed below are official, and are taken from the the vanilla game's texture files (and cross-referenced to a Half-Life wiki).

Rebels, Male

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)

Rebels, Female

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.

Combine Player Models

Compared to Rebels, Combine player models are radically different compared to the Rebel models.

  • Footsteps are distinct from Rebels, with their heavy boot noises instead.
  • Combine player models are much more visually varied than their Rebel counterparts
  • Only the Metro Cop model makes a flatline radio noise when it dies

cl_playermodel models/police.mdl - Metro Cop; has a unique white gasmask

cl_playermodel models/combine_soldier.mdl - Combine Soldier; a muddy blue-gray, with blue eye highlights (Urban Camo)

cl_playermodel models/combine_soldier_prisonguard.mdl - Combine Soldier; a well-lite blue-cyan outfit, with yellow eye highlights (Nova Prospekt variant)

cl_playermodel models/combine_super_soldier.mdl - Combine Super Soldier; a grey-white base colour with a red armband, and a distinguishable & singular red cyclopes eye

Note: The shotgun Combine-skin variants are not available without the use of server plugins

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