Team Fortress 2
How to bind medic deploy ubercharge
when ever I try and bind Medic Deploy Ubercharge it also switches heavy's spin barrel
Demomans stickybombs and snipes zoom and spy's cloak is there anyway I can just bind medics ubercharge to a different key and not all of there special moves?
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Showing 1-12 of 12 comments
Originally posted by Silver-Spine-Online:
when ever I try and bind Medic Deploy Ubercharge it also switches heavy's spin barrel
Demomans stickybombs and snipes zoom and spy's cloak is there anyway I can just bind medics ubercharge to a different key and not all of there special moves?
Do you play medic, demoman, sniper and heavy all at the same time?
Eurofuze (Banned) Oct 14, 2015 @ 4:35pm 
Put the script in your medic.cfg folder. That way it will only happen on medic and not any class.
/Thread
Originally posted by Eorofuze:
Put the script in your medic.cfg folder. That way it will only happen on medic and not any class.
/Thread
I hate to sound like a idiot but where is medic.cfg?
mooles mun (Banned) Oct 14, 2015 @ 4:50pm 
You can only do this via scripting. I'm assuming you're new to this, so I'll go step-by-step.
Step 1: Navigate to your cfg directory, which can be found here:
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg

Step 2: Enter your class config files. If they do not exist, create them as notepad files but change the extension to ".cfg"
scout.cfg
soldier.cfg
pyro.cfg
demoman.cfg
heavyweapons.cfg <---(MAKE SURE THIS IS NOT "HEAVY")
engineer.cfg
medic.cfg
sniper.cfg
spy.cfg

Step 3: In these files, you will need to manually rebind everything. For example, if I wanted Medic's Ubercharge on right click but Demoman's detonation on G, I would type this:

MEDIC.CFG:
bind mouse2 "+attack2"

DEMOMAN.CFG
bind G "+attack2

Step 4: Now, because of how scriptings work, you will need to change these for every single class! I cannot stress this enough. If you change G to detonate stickies, on every class afterwards G will be alt-fire unless the command is overridden in that class's .cfg file!

For example, if I wrote this:

MEDIC.CFG
bind mouse2 "say HI"

and played Medic, then switched to Sniper, mouse2 would still say hi! Therefore, I would need to go into sniper.cfg, and override the Medic.cfg's command by typing:

bind mouse2 "+attack2"

and proceed to do this for every class that isn't Medic. It works this way because rather than making the code class-specific, it merely executes it when you change to that class. This means it keeps it from class to class unless it is overridden by another command.

This may take some time to set up, but it can be worth it.
Good luck: if you have any questions, or if something isn't working right, just ask.
Last edited by mooles mun; Oct 14, 2015 @ 4:56pm
Originally posted by mooles mun:
You can only do this via scripting. I'm assuming you're new to this, so I'll go step-by-step.
Step 1:Navigate to your cfg directory, which can be found here:
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg

Step 2: Enter your class config files. If they do not exist, create them as notepad files but change the extension to ".cfg"
scout.cfg
soldier.cfg
pyro.cfg
demoman.cfg
heavyweapons.cfg <---(MAKE SURE THIS IS NOT "HEAVY")
engineer.cfg
medic.cfg
sniper.cfg
spy.cfg

Step 3: In these files, you will need to manually rebind everything. For example, if I wanted Medic's Ubercharge on right click but Demoman's detonation on G, I would type this:

MEDIC.CFG:
bind mouse2 "+attack2"

DEMOMAN.CFG
bind G "+attack2

Step 4: Now, because of how scriptings work, you will need to change these for every single class! I cannot stress this enough. If you change G to detonate stickies, on every class afterwards G will be alt-fire unless the command is overridden in that class's .cfg file!

For example, if I wrote this:

MEDIC.CFG
bind mouse2 "say HI"

and played Medic, then switched to Sniper, mouse2 would still say hi! Therefore, I would need to go into sniper.cfg, and override the Medic.cfg's command by typing:

bind mouse2 "+attack2"

and proceed to do this for every class that isn't Medic. It works this way because rather than making the code class-specific, it merely executes it when you change to that class. This means it keeps it from class to class unless it is overridden by another command.

This may take some time to set up, but it can be worth it.
Thank you so much for the help!
Ok so mooles I did what you said and i tried to bind the uber deploy to mouse 3
but now you can use mouse 3 or mouse 2 to use attack2 for all the classes demoman sniper spy heavy and medic what do I do know?

Banned Blood Jan 26, 2016 @ 6:12pm 
Originally posted by Silver-Spine-Online:
Ok so mooles I did what you said and i tried to bind the uber deploy to mouse 3
but now you can use mouse 3 or mouse 2 to use attack2 for all the classes demoman sniper spy heavy and medic what do I do know?
you have to go into all the classes that you want mouse3 to work normally in and bind mouse3 to +attack3. that's what mouse3 is normally bound to, so you're basically resetting mouse3 for the classes you do this in.
cipher Jul 13, 2017 @ 12:20pm 
Originally posted by mooles mun:
You can only do this via scripting. I'm assuming you're new to this, so I'll go step-by-step.
Step 1: Navigate to your cfg directory, which can be found here:
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg

Step 2: Enter your class config files. If they do not exist, create them as notepad files but change the extension to ".cfg"
scout.cfg
soldier.cfg
pyro.cfg
demoman.cfg
heavyweapons.cfg <---(MAKE SURE THIS IS NOT "HEAVY")
engineer.cfg
medic.cfg
sniper.cfg
spy.cfg

Step 3: In these files, you will need to manually rebind everything. For example, if I wanted Medic's Ubercharge on right click but Demoman's detonation on G, I would type this:

MEDIC.CFG:
bind mouse2 "+attack2"

DEMOMAN.CFG
bind G "+attack2

Step 4: Now, because of how scriptings work, you will need to change these for every single class! I cannot stress this enough. If you change G to detonate stickies, on every class afterwards G will be alt-fire unless the command is overridden in that class's .cfg file!

For example, if I wrote this:

MEDIC.CFG
bind mouse2 "say HI"

and played Medic, then switched to Sniper, mouse2 would still say hi! Therefore, I would need to go into sniper.cfg, and override the Medic.cfg's command by typing:

bind mouse2 "+attack2"

and proceed to do this for every class that isn't Medic. It works this way because rather than making the code class-specific, it merely executes it when you change to that class. This means it keeps it from class to class unless it is overridden by another command.

This may take some time to set up, but it can be worth it.
Good luck: if you have any questions, or if something isn't working right, just ask.

I might be a bit late to the party, but do I need to rebind things like jumping and crouching in those class cfgs aswel?
TheZipBon Jul 13, 2017 @ 12:32pm 
Originally posted by timeeffect:
Originally posted by mooles mun:
You can only do this via scripting. I'm assuming you're new to this, so I'll go step-by-step.
Step 1: Navigate to your cfg directory, which can be found here:
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg

Step 2: Enter your class config files. If they do not exist, create them as notepad files but change the extension to ".cfg"
scout.cfg
soldier.cfg
pyro.cfg
demoman.cfg
heavyweapons.cfg <---(MAKE SURE THIS IS NOT "HEAVY")
engineer.cfg
medic.cfg
sniper.cfg
spy.cfg

Step 3: In these files, you will need to manually rebind everything. For example, if I wanted Medic's Ubercharge on right click but Demoman's detonation on G, I would type this:

MEDIC.CFG:
bind mouse2 "+attack2"

DEMOMAN.CFG
bind G "+attack2

Step 4: Now, because of how scriptings work, you will need to change these for every single class! I cannot stress this enough. If you change G to detonate stickies, on every class afterwards G will be alt-fire unless the command is overridden in that class's .cfg file!

For example, if I wrote this:

MEDIC.CFG
bind mouse2 "say HI"

and played Medic, then switched to Sniper, mouse2 would still say hi! Therefore, I would need to go into sniper.cfg, and override the Medic.cfg's command by typing:

bind mouse2 "+attack2"

and proceed to do this for every class that isn't Medic. It works this way because rather than making the code class-specific, it merely executes it when you change to that class. This means it keeps it from class to class unless it is overridden by another command.

This may take some time to set up, but it can be worth it.
Good luck: if you have any questions, or if something isn't working right, just ask.

I might be a bit late to the party, but do I need to rebind things like jumping and crouching in those class cfgs aswel?
No. If you change for example Ubercharge key in medic.cfg, they only thing that you must rebind in other class cfgs is secondary attack key.
TheZipBon Jul 13, 2017 @ 12:33pm 
Originally posted by Sgt. Auto:
Originally posted by TheZipBon:
No. If you change for example Ubercharge key in medic.cfg, they only thing that you must rebind in other class cfgs is secondary attack key.
Look at the date.
I did, comment that I responded to was created 11 mintues ago.
TheZipBon Jul 13, 2017 @ 12:35pm 
Originally posted by Sgt. Auto:
Originally posted by TheZipBon:
I did, comment that I responded to was created 11 mintues ago.
Look above that comment.
What does that have to do with anything? It's not like I answered a question that was asked in 2016 (it was asked several minutes ago). And the topic was at front page anyway...
Last edited by TheZipBon; Jul 13, 2017 @ 12:37pm
76561198180388338 Jul 13, 2017 @ 2:02pm 
Originally posted by timeeffect:
I might be a bit late to the party, but do I need to rebind things like jumping and crouching in those class cfgs aswel?
Using class.cfg's are essentially the same as if you'd typed those commands into the developer console as soon as you spawn as that class. All other commands and controls remain intact; the only thing being changed is whatever commands are in the .cfg files. Hope this helps, if you need more clarification just ask.

Originally posted by Sgt. Automaton:
Look at the date.
literally who cares?
does a question become any less valid because it's a necro?
the man had a question and asked it, it's exactly the same as if he'd made a new thread on the subject and i'm not seeing how complaining about it is helpful to anyone
Last edited by -; Jul 13, 2017 @ 2:03pm
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Date Posted: Oct 14, 2015 @ 4:33pm
Posts: 10