Quote:
Originally Posted by
Isaak JohnsonI'll admit that I'm a little new to this scripting thing, but I'm getting the hang of it, thanks or the cool info! But I am having a little trouble with my scripts right now, hopefully you can help me.
I had taken a look at your scripts and got it working so that the F1-F8 keys did my engineer stuff, and 1-9 and 0 did my spy disguises, and its worked great for me so far. But then I noticed recently that I could no longer use 1-9 and 0 for my quick chat commands or to even participate in map votes (Which also left the vote screen on my hud for the entire game.) And I want to try gaining this functionality back.
Is there a way to make it so that my spy disguise commands dont interfere when trying to vote or choose the chat commands by number? Like giving them priority? For example, in the options you can set your weapon category's to the number keys and you can still use the number keys to vote and use the chat commands without issue, can you fix this in the script?
If it is not possible to do that, could I instead be able to make my script accept the same keys for both my Spy and Engineer script without having to have extra .cfg files? Like how in the options you can have the Demoman's detonate command be the same key as the Spy's cloak and they dont interfere with each other.
Any help you can provide would be excellent!

I had the same problem after I rebound weapon group1, 2 and 3 to different keys.
It turns out that the voice menus don't actually use key 1 2 3 4 etc, but instead are activated by "weapongroup1" and etc.
So, essentially, if you bind away the capability to switch to a weapon group by pressing a specific button, you also bind away the capability of participating in a map vote or using the voice com menu.