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Human Sentry
Added by...
Author(s): =s!x= Wakka
Category: TF2 > Action Scripts
Notes/Usage Instructions:

This script allows any heavy to become a "human sentry" with unlimited ammo when next to a dispenser.

Press shift when next to a dispenser to crouch and spool your minigun. Doing so will also change your firing mode to allow continuous fire from one left click. Left clicking again will cease fire. Press shift once more to disengage the human sentry and reset your firing mode.

It may be a good idea (although not strictly necessary) to rebind the keys used in this script for other classes.
Script Code:
Alias HumanSentry_Toggle "HumanSentry_On"
alias HumanSentry_On "use tf_weapon_minigun; +attack2; +duck; alias HumanSentry_Toggle HumanSentry_Off; Mode2"
alias HumanSentry_Off "-attack2; -attack; -duck; alias HumanSentry_Toggle HumanSentry_On; Mode1"
bind SHIFT HumanSentry_Toggle

alias Mode1 "bind mouse1 +attack"
alias Mode2 "bind mouse1 MachineMode"
alias MachineMode "MM_On"
alias MM_On "+attack; alias MachineMode MM_Off"
alias MM_Off "-attack; alias MachineMode MM_On"

bind 1 "slot1; HumanSentry_Off"
bind 2 "slot2; HumanSentry_Off"
bind 3 "slot3; HumanSentry_Off"
bind MWHEELUP "invprev; HumanSentry_Off"
bind MWHEELDOWN "invnext; HumanSentry_Off"
Added: 1 month ago
Feedback (6)
Hugoku .
Blargh!Y2M
Posted 1 month ago
It's... kinda useful. I don't play Heavy much, generally only when attacking and I have a faithful Medic behind me.

Anyways, this is pretty useful for those people who camp near the dispenser and get tired of having to hold down the button and rather (like the Medic beam option thing) click once to fire and again to stop. As an added bonus you crouch using this script, hooray!

As a final note, class binds (spy.cfg pyro.cfg etc) are transferred to the big config file (config.cfg), so it's wise to un/rebind all third-party-scripted keys at the start of every file (for instance, I have my 'do scripted things' at 'mouse4', so at the start of every file there's a line "unbind mouse4") to prevent this from happening. (so that you won't suddenly switch weapons or... whatever when you're not the intended class).
- Blargh!
=s!x=Wakka .
BananiteY2M
Posted 1 month ago
Ta for the feedback guys.

@Magma: This script is meant to be put in heavy.cfg. I only meant for you to add a few rebinds in autoexec.cfg to avoid any problems when changing between classes.

@smiechu: As Magma said, the purpose of having a "human sentry" is that human players can pick up on things that AI controlled sentries can't, ie. spies. It also allows for a quick "sentry" to be put up in the event that the AI controlled one is destroyed/still being built/ vulnerable from certain directions.
- Bananite
Anonymous
Posted 1 month ago
Pros: Nice
Notes: Good idea to bind keys in other classes CFGs
 
Magma Spire .
Aye, mi...Y2M
Posted 1 month ago
I wouldn't say "useless". I do this manually many times. Sentries can't see spies, so continually firing down a hallway (like in 2fort) as a Heavy + dispenser isn't that bad of a tactic (though it is obvious).

Sometimes when you rocket jump you can kill yourself because of low HP. Does that mean rocket jumping-scripts are useless?

To Wakka: Nice script. I recommend a version that takes advantage of "heavy.cfg" to bypass the need "to rebind the keys used in this script for other classes."
- Aye, mi...
Smiechu .
Still waitingY2M
Posted 1 month ago
Totally useless since dispenser can be easily destroyed. Also where is dispenser there will be a sentry.
Luxury .
BannedY2M
Posted 1 month ago
Wow this is amazing.
- Banned
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Added by...
=s!x=Wakka .
Bananite
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