How To Make A Kill Bind In Tf2

how to make a kill bind in tf2
bind [ kill
bind ] explode

exec qspawn.cfg

cl_hud_minmode 0

tf_hud_target_id_disable_floating_health 1
how to make a kill bind in tf2 informational how to make a kill bind in tf2

bind mwheelup “slot1; r_drawviewmodel 0”
bind mwheeldown “slot2; r_drawviewmodel 0”
bind q “slot3; r_drawviewmodel 1”

bind w +mfwd
bind s +mback
bind a +mleft
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bind d +mright

alias +mfwd “-back;+forward;alias checkfwd +forward”
alias +mback “-forward;+back;alias checkback +back”
alias +mleft “-moveright;+moveleft;alias checkleft +moveleft”
alias +mright “-moveleft;+moveright;alias checkright +moveright”
alias -mfwd “-forward;checkback;alias checkfwd none”
alias -mback “-back;checkfwd;alias checkback none”
alias -mleft “-moveleft;checkright;alias checkleft none”
alias -mright “-moveright;checkleft;alias checkright none”
how to make a kill bind in tf2 how to make a kill bind in tf2
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none “”

// NETWORK SETTINGS
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cl_updaterate 66
cl_cmdrate 66
cl_interp_ratio 1.000000
cl_interp 0.0152 // “0.33” for scout/heavy/engineer/sniper “0.152” for soldier/pyro/demo/medic/spy in class cfg’s.
cl_lagcompensation 1
rate 100000
cl_smooth 0
cl_smoothtime 0.01
cl_pred_optimize 2

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// Good connection
//cl_cmdrate 66
//cl_interp 0
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
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//rate 60000
cl_showerror 0
cl_showfps 1
//net_graph 1
net_graphtext 1

// Time text chat displays for
hud_saytext_time 2

// Damage number batching settings
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hud_combattext_batching 1
hud_combattext_batching_window 2.0

// MULTICORE RENDERING–SOME VALUES ONLY STABLE ON QUAD CORE AND/OR WITH INTEL!
mat_queue_mode “1” // -1 = auto 0 = off 1 = Dual Core 2 = Multi

host_thread_mode “1” // set to “0” during single player, set to “2” for a possible bump in FPS if on quadcore

cl_threaded_bone_setup “1”
how to make a kill bind in tf2 how to make a kill bind in tf2
cl_threaded_client_leaf_system “0”
r_threaded_client_shadow_manager “1” // QUAD ONLY
r_threaded_particles “1”
r_threaded_renderables “1”
r_queued_decals “0”
r_queued_post_processing “1” // QUAD ONLY
studio_queue_mode 1
mp_usehwmmodels “-1”
mp_usehwmvcds “-1”

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//alias stabby “connect 66.150.188.38:27015” // example of how to connect to a favorite server using an alias. This connects you to my server by entering “stabby” in the console.

// Advanced Scoreboard (shows scoreboard, toggles filterlightmaps off, toggles “net_graph 4” on)

bind tab “+scoreboard”
alias +scoreboard “+showscores;net_graph 4;developer 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1”
alias -scoreboard “-showscores;net_graph 0;developer 0;mat_filterlightmaps 0;mat_filtertextures 0”

how to make a kill bind in tf2 how to make a kill bind in tf2

// SOUND
soundinfo
volume “0.3” // set to preference
snd_legacy_surround 0
snd_surround_speakers 0 // 0 = headphones 2= speakers 5 = surround sound (use with Razer Surround)
dsp_enhance_stereo 0
snd_disable_mixer_duck 0
snd_pitchquality 1
dsp_slow_cpu 1
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/// SOUND MULTICORE
snd_mix_async “1”
snd_mixahead .07 // sets delay before a sound is played. Lower until sounds start to get cut off.
snd_async_fullyasync 1
snd_async_spew_blocking 1
soundinfo

// toggle mute script
bind “” “togglemute”
how to make a kill bind in tf2 how to make a kill bind in tf2
alias togglemute “togglemuteb”
alias togglemuteb “volume 0.0;alias togglemute togglemuter”
alias togglemuter “volume 0.5;alias togglemute togglemuteb”

// HIT CONFIRMATION SOUND
//play “hitsound.wav” //name of the file you want to use. This pre-caches the sound.
tf_dingalingaling “1”
//tf_dingaling_wav_override “hitsound.wav”
tf_dingaling_pitchmaxdmg “50” //higher pitch for high damage
tf_dingaling_pitchmindmg “200” //lower pitch for less damage
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// SHADOWS
r_flashlightdepthtexture “0” // def. “1” # 1 = High, 0 = Low
r_shadowrendertotexture “0” // def. “” was “2” # 1 = High, 0 = Low
r_shadowmaxrendered “9” // def. “” # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
“r_flashlightupdatedepth” = “0”
r_flashlightrenderworld 0
r_flashlightscissor 0
r_flashlightdepthres 1
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nb_shadow_dist = “200”

// RAGDOLLS
cl_ragdoll_collide “0” // def. “0” # Collision between corpses on(1)/off(0)
cl_ragdoll_forcefade “1” // def. “0” # If set to “1” then cl_ragdoll_forcefade is used
cl_ragdoll_fade_time “15” // def. “15” # Fadingtime in seconds of corpses 0 => No Corpse
cl_ragdoll_physics_enable “1” // def. “1” # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
r_ragdoll_pronecheck_distance
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
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ragdoll_sleepaftertime “5.0f”

// MOUSE
sensitivity 3.000000
m_yaw 0.022000
m_pitch 0.022000
m_customaccel_exponent 0
m_customaccel_max 0
m_customaccel_scale 0
m_filter 0
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m_forward 1
m_mouseaccel1 0
m_mouseaccel2 0
m_mousespeed 1
m_customaccel 0
m_rawinput 1 // set to “0” if using RInput.

// FOV
viewmodel_fov 90
fov_desired 90
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// PREC
//bind kp_5 prec_mark

// 3D Character Viewmodel
//cl_hud_playerclass_playermodel_showed_confirm_dialog “1”

cl_autoreload 1

// mat_viewportupscale 1 and mat_viewportscale 0.5 // For EXTREMELY weak GPU’s only!!
how to make a kill bind in tf2 how to make a kill bind in tf2

tf_hud_show_servertimelimit 1

// PERFORMANCE ETC

mat_phong 0
cl_jiggle_bone_framerate_cutoff 0
r_drawflecks 0
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r_maxnewsamples 2
r_maxsampledist 1
tracer_extra 0
mat_levelflush 1
cl_software_cursor 0
mat_vsync 0
tracer_extra 0
in_usekeyboardsampletime 0
mat_levelflush 1
net_graphtext 1
how to make a kill bind in tf2 how to make a kill bind in tf2
mat_alpha_coverage 0
mat_disable_d3d9ex 1
mat_disable_ps_patch 1
dsp_water 0
hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
r_pixelfog 1 // Supposedly increases FPS via fog, but it doesn’t seem like it. Feel free to play with it to test. I’ll run benchmarks later.
fast_fogvolume 1 // Undocumented but I didn’t experience any FPS loss with it enabled, will run benchmarks later.
filesystem_native 0 // I think there’s an FPS gain with this, anyway.
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mod_load_anims_async 1 // Loads model animations async
mod_load_mesh_async 1 // Load model mesh async
mod_load_vcollide_async 1 // Load model vcollide async
net_queue_trace 1
mat_alphacoverage 0
cl_localnetworkbackdoor 0
cl_cloud_settings 0
cl_notifications_show_ingame 0
sys_minidumpspewlines 100
cl_loadondemand_default 0
how to make a kill bind in tf2 informational how to make a kill bind in tf2
cl_ask_blacklist_opt_out “1”
cl_ask_favorite_opt_out “1”
sb_dontshow_maxplayer_warning “1”
tf_explanations_backpackpanel “1”
tf_explanations_charinfo_armory_panel “1”
tf_explanations_charinfopanel “1”
tf_explanations_craftingpanel “1”
tf_explanations_discardpanel “1”
tf_explanations_store “1”
tf_training_has_prompted_for_forums “1”
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tf_training_has_prompted_for_loadout “1”
tf_training_has_prompted_for_offline_practice “1”
tf_training_has_prompted_for_options “1”
tf_training_has_prompted_for_training “1”
snd_restart
hud_combattext_batching 0
hud_combattext_batching_window .2
mat_filterlightmaps 0
r_staticprop_lod 3
dsp_water 0
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mem_compact
con_filter_enable 1
con_filter_text_out Compact freed
cl_loadondemand_default 0
r_hunkalloclightmaps “0”
r_lightcache_zbuffercache “0”
r_lod 2
r_rootlod 2
mat_picmip -1
mat_mipmaptextures 0
how to make a kill bind in tf2 informational how to make a kill bind in tf2
r_flex 0
r_eyegloss 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyes 0
r_eyesize 0
blink_duration 0
r_teeth 0
how to make a kill bind in tf2 informational how to make a kill bind in tf2
violence_agibs 1
violence_hgibs 1
cl_show_splashes 1
mat_antialias “0” // def. “” // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
mat_filtertextures “0” // def. “1” // low 0 # Filter textures on(1)/off(0)
mat_forceaniso “0” // def. “” // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
mat_trilinear “0” // def. “” // low 1 # Trilinear filtering on(1)/off(0)
mat_aaquality 0 // low 0
cl_ejectbrass 0
muzzleflash_light 0
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cl_muzzleflash_dlight_1st 0
cl_new_impact_effects 0
cl_rumblescale 0
cl_debugrumble 0
mat_reduceparticles 1
cl_detailfade “0” // def. “400” # Distance across which detail props fade in
cl_detaildist “0” // def. “1200” # Distance at which detail props are no longer visible
r_drawdetailprops “0” // def. “1” # 0=Off, 1=Normal, 2=Wireframe
cl_phys_props_enable “1” // def. “1” # Physical Props on(1)/off(0)
cl_phys_props_max “5” // def. “300” # Count of physical Props
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props_break_max_pieces “0” // def. “-1” # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players 😉 Count(1-n)/off(0)
r_propsmaxdist “1” // def. “1200” # Behind this distance they are not rendered
mat_reducefillrate “1” // def. “” # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
tf_particles_disable_weather “1” // def. “0” # Rain like on sawmill on(0)/off(1)
lod_TransitionDist “0” // def. “800” # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
mp_decals “0” // def. “200” # Count of Decals used for Multiplayer
r_decal_cullsize “0” // def. “5” # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals “0” // def. “2048” # Count of Decals used by the entire SourceEngine
r_drawmodeldecals “0” // def. “” # Render decals on the Models on(1)/off(0)
r_maxmodeldecal “0” // def. “32” # Count of Decals to Render on the Models
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mat_hdr_level “0” // def. “” # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_autoexposure_max “0” // def. “2” # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
mat_autoexposure_min “0” // def. “0.5” # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
mat_bloomscale “0” // def. “1” # Adjustment of the Bloomeffect (how strong it will appear)
mat_disable_bloom “1” // def. “0” # Bloom on(0)/off(1)
mat_motion_blur_enabled “0” // def. “” # Motion Blur on(1)/off(0)
mat_use_compressed_hdr_textures “1” // def. “1” # Compress Texturs used with HDR (less Memoryusage in GraphicCard – Imagequality a little less)
mat_fastspecular “0” // def. “1” # Faster Spec but lower Quality on(1)/off(0)
mat_filterlightmaps “0” // def. “1” # Filtering ligthmaps on(1)/off(0)
mat_specular “0” // def. “1” # Specular highlight on(1)/off(0)
how to make a kill bind in tf2 informational how to make a kill bind in tf2
r_dynamic “0” // def. “1” # Dynamic lighting of Enviroment on(1)/off(0)
r_lightaverage “0” // def. “1” # light averaging on(1)/off(0)
r_maxdlights “0” // def. “1” # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_PhysPropStaticLighting “0” // def. “1” # Static Lighting on props on(1)/off(0)
r_occlusion “1” // def. “1” # Use the occlusion system from the SourceEngine on(1)/off(0)
r_worldlights “0” // def. “4” # Number of world lights to use per vertex
mat_disable_lightwarp “1” // def. “0” # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
mat_envmapsize “8” // def. “128” # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize “8” // def. “32” # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
mat_mipmaptextures “0” // def. “1” # Mipmapping on(1)/off(0)
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r_avglight 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
// r_renderoverlayfragment 0 // test
mat_max_worldmesh_vertices 512
r_lod 2
r_rootlod 2
mat_picmip 2
mat_mipmaptextures 0
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r_flex 0
r_eyegloss 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyes 0
r_eyesize 0
blink_duration 0
r_teeth 0
how to make a kill bind in tf2 how to make a kill bind in tf2
cl_show_splashes 1
mat_antialias “0” // def. “” // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
mat_filtertextures “0” // def. “1” // low 0 # Filter textures on(1)/off(0)
mat_forceaniso “0” // def. “” // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
mat_trilinear “0” // def. “” // low 1 # Trilinear filtering on(1)/off(0)
mat_aaquality 0 // low 0
mat_parallaxmap “0” // def. “0” # Use Parallaxmapping
cl_ejectbrass 0
muzzleflash_light 0
cl_muzzleflash_dlight_1st 0
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cl_new_impact_effects 0
cl_rumblescale 0
cl_debugrumble 0
mat_reduceparticles 1
r_3dnow 0
r_3dsky 0
mat_forcemanagedtextureintohardware 0
cl_forcepreload 1
rope_shake 0
rope_smooth 0
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rope_wind_dist 0
rope_collide 0
rope_subdiv 0
rope_smooth_enlarge 0
rope_smooth_maxalpha 0
rope_smooth_maxalphawidth 0
rope_smooth_minalpha 0
rope_smooth_minwidth 0
rope_averagelight 0
r_ropetranslucent 0
how to make a kill bind in tf2 informational how to make a kill bind in tf2
cc_subtitles 1
cl_downloadfilter “nosounds”
cl_allowdownload 0
cl_allowupload 1
commentary 0
overview_mode 0
adsp_debug 0
cl_clearhinthistory 1
cl_showhelp 0
cl_debugrumble “0”
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cl_rumblescale “0”
r_waterforceexpensive 0
mat_wateroverlaysize 1
r_WaterDrawRefraction 0
r_cheapwaterend 200
r_cheapwaterstart 300
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
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cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_show_splashes 1
func_break_max_pieces 0
glow_outline_effect_enable 1 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine’ effect to appear on all players.
mat_colcorrection_disableentities 1
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mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filtertextures 0
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
how to make a kill bind in tf2 informational how to make a kill bind in tf2
mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1′, you’re looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
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// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire’ textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 0
mat_wateroverlaysize 1
mp_decals 9 // `9′ is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 0
how to make a kill bind in tf2 how to make a kill bind in tf2
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 1
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
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r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 2
r_maxsampledist 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
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r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
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rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1′
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
violence_hblood 1

// Misc
// —————————————————————————-
how to make a kill bind in tf2 informational how to make a kill bind in tf2
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1′ autodetects hardware support for this
// feature, which is safer than forcing it.

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mat_motion_blur_enabled 0
mat_motion_blur_strength 0
mat_disable_bloom 1
mat_hdr_level 0
mat_antialias 0
mat_colcorrection_disableentities 1
mat_colorcorrection 0
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// for TRANSPARENT VIEWMODELS COMPATIBILITY
// mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
// mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
// mat_disable_bloom 1 //disables bloom so refract masking doesn’t create a dark rectangle over light materials
how to make a kill bind in tf2

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