Sign in to follow this  

[CS&CSS][Guide] Binding And Unbiding Weapons

6 posts in this topic

xKenji    0

Ok so I have seen threads created to bind keys for weapons with a program...


Well know i will teach you to bind weapons without needing any programs


So... this is like the packets in the shops in CS:S but cause they haven't got them in 1.6 you can bind them to one button so you can have a head start ;)




Step 1. Open Console(~) in-game

Step 2. Type: bind "The button you want ex: +" (weapon) ex: ak47;primammo;(pistol) ex: deagle;secammo"


So it should be something like this : bind "+" "ak47;primammo;deagle;secammo"


Here are the eqpuiment cause they are kinda difficult:


Kevlar = vest

Kevlar and helmet = vesthelm

Flashbang = flash

HE/Hand grenade = hegren

Smoke grenade = sgren

Nightvision = nvgs

Defusal kit = defuser

Shield = shield


Now you only need to know how to unbind them...


Step 1. Open Console(~) in-game


Example: unbind + (unbinds all the bindings on the + button)


I Made this guide cause i know many ppl don't know how to do this including me a couple of months ago so decided to share it :P






Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Posts

    • Is this some kind of joke?  
    • Walker AI update   This update includes logic for the WalkerAI. All it really is, is that a player can have a set of nodes in which he can walk to and stay there for some amount of time. There are two types of movements, Linear (which will follow the nodes one by one) and random (which will randomize them).   The WalkerAI class is an abstract class which you extend and you add your own nodes and duration as well as movement types. I added GiranWalkerAI as an example with some nodes and some duration but feel free to customize to make it look organic as you see fit.   You can use the "//spawnwalker giran" in giran to test it. Im planning to add restrictions in which AIs can be applied where so there is no confusion with that goes where.   Here is a little demo video. As you can tell this doesn't look real so feel free to modify it.  
    • EAST

      IP: 22428
      RP: 100
      Champions: 91
      Skins: 21
      Refunds left: 3
      Rank: Gold II

      Price: 60 Euro
    •   I say I'm going to complile the server and I'm missing this error. I make a mistake? You can help me? How can I make it?   verifyRequirements:
          [mkdir] Created dir: C:\Users\terrys\Desktop\Νέος φάκελος\hi5\trunk\Build\Scripts build
          [mkdir] Created dir: C:\Users\terrys\Desktop\Νέος φάκελος\hi5\trunk\Build\Scripts build\classes
          [mkdir] Created dir: C:\Users\terrys\Desktop\Νέος φάκελος\hi5\trunk\Build\Scripts build\dist
          [mkdir] Created dir: C:\Users\terrys\Desktop\Νέος φάκελος\hi5\trunk\Build\Scripts build\dist\libs
      compile: BUILD FAILED
      C:\Users\terrys\Desktop\Νέος φάκελος\hi5\trunk\build_script.xml:34: Unable to find a javac compiler; is not on the classpath.
      Perhaps JAVA_HOME does not point to the JDK.
      It is currently set to "C:\Program Files\Java\Νέος φάκελος" Total time: 1 second
  • Topics