Paco Hope b10217cbcb | ||
---|---|---|
.vscode | ||
docs | ||
src | ||
tests | ||
.gitignore | ||
LICENSE | ||
README.md | ||
pylintrc | ||
pyproject.toml | ||
requirements.txt |
README.md
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:
- Write your TFScript file according to the Syntax Guide
- Run
TFScript <filename>
to generate code and write to game files - 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: <text>
impulse: <text>
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:
<type and body>
secondary:
<a second type and body>
condition: <key>
type: <"held" or "toggle", default "held">
cancel both: <true or false, default false>
solo: <true or false, default false>
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