# Hello and welcome to TFScript! This is a little project I created over the summer of 2022 to aid those who might want to do complex things with tf scripting that they may not know is possible. # Basic overview TFScript is meant to simplify the complexity of creating tf2 keybinds. While simple binds may be easy, more complex actions such as key combinations and toggles can be quite complex. The basic process for creating a TFScript config file goes as such: 1. Write your TFScript file according to the Syntax Guide 2. Run `TFScript ` to generate code and write to game files 3. Play tf2 with your new binds! A TFScript file is written in YAML and parsed by the program to generate the apporpriate code, so if you know the YAML syntax you can jump straight to the TFScript Syntax section, otherwise, read the YAML Syntax section below, *then* read the TFScript Syntax section.   # YAML Syntax   hehe   # TFScript Syntax A TFScript file is structured like this: ``` class1: key1: type: fields key2: type: fields ... class2: key1: ... ``` where `class1`, `class2`, etc. refer to classes such as soldier, pyro, or any of the other lovable mercenaries. key1 and key2 are, rather obviously, keys such as `w` or `mouse1` to which you want actions bound, and `type`/`fields` is the data to be parsed by TFScript to generate a config file.   ## Classes The full list of valid class names is as follows: - Scout - Soldier - Pyro - Demo - Heavy - Engi - Medic - Sniper - Spy - Default As you may have noticed, there is a special class, "default", which specifies the default state of any and all keys. Any keybinds in this config are the defaults, and apply to all other classes unless specifically overwritten (that said, any classes which *do* have a different definition for that key will overwrite the previous "default" definition). Names are not case sensitive, so "SoLDiER" will work just as well as "soldier".   ## Keys If you are already familiar with TF2 scripting, every key that tf2 recognizes is also recognized by TFScript. For the rest of us, the most relavent keys are: - A to Z - 0 to 9 - space - tab - capslock - shift - ctrl - function - alt For the remaining symbol characters (like "\`", "[", or "\\"), just press the key that it appears on, on your keyboard. *Do not* hold shift, alt, or any other control keys. This does limit the keys you can use, for example if you wanted to use the \{ character, you would be stuck with \[. This is a limit imposed by TF2, but you can get around this using the `double` type, as explained later.   ## Types The moment we've all been waiting for, the types. These are the crux of any TFScript file, and the bulk of what's important. In fact, they're so important I'm just going to write the important bits right now and leave the rest to be completed by release 1.0.0   Impulse Overview: ``` impulse: command: impulse: ``` Binds the associated key to the command provided by `text`. Also has shortcuts for `voice`, `build`, and `destroy` Example ``` e: impulse: voice medic ```   Double Overview: ``` double: primary: secondary: condition: type: <"held" or "toggle", default "held"> cancel both: solo: ``` While the `condition` is satisfied, the associated key behaves as `secondary`, otherwise it behaves as `primary`. `primary` and `secondary` are both types defined above, like `impulse` or `hold`, and follow the exact same syntax. If the type is "held", the condition is satified while the `condition` key is held down, but if the type is "toggle" then the condition will be satisfied when the condition button is pushed, and continue being satisfied until it is pushed again (so the `condition` key toggles the associated key between the secondary and primary behaviours). If `cancel both` is true and either of `primary` or `secondary` are of the type `hold`, releasing the associated key will execute the `release` block of both keys or otherwise stop both actions from continuing. Otherwise the two keys will behave completely independently of each other. If the `condition` key already has other keys that change with it, then the `condition` key will change *all* of them to their secondary action. However, if `solo` is set to true, it will only toggle the given key and not any of the others. Example ``` double: primary: impulse: voice medic secondary: impulse voice activate uber condition: mouse4 ```   ## Some examples For example, this config will bind "e" to call for medic, unless mouse4 is held, in which case it will call for an ÜberCharge: ``` alias call_for_medic "voicemenu 0 0" alias call_for_uber "voicemenu 1 6" alias e_bind call_for_medic bind e e_bind alias +toggle_state "alias e_bind call_for_uber" alias -toggle_state "alias e_bind call_for_medic" bind mouse4 "+toggle_state" ``` There are some issues with this: - It is quite verbose, and if several of these exist the file can become difficult to traverse - There is a lack of clarity in the voicemenu command, only the bind name explains what it does - If either "mouse4" or "e" had a prior function, it has now been overwritten - The scope is dictated by what `.cfg` file this is located within, which can cause problems   The TFScript way of doing this is ``` default: e: double: primary: impulse: voice medic secondary: impulse: voice activate uber condition: mouse4 ``` There are several benefits to this: - The indentation allows for easier scanning of the file - The voicemenu commands have been replaced with the clearer "voice" impulse - Since this is within the `default` section, it is clear that there are is no "prior function" to overwrite and this will apply to all classes unless specifically overwritten.   ## Known issues, problems, etc. none everything is perfect and there are no problems it is all amazing