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English autobuy problem

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old autobuy problem

kkkkkkk
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// Primary
aug
sg552
ump45
m3

// Secondary
deagle
p228
this autobuy is my
when i use with cts she's work normal
but with ts i get just deagle i dont get sg552 and i tryed with other weapons ak47,m3....
and is normal when i have money just for buy umpd45
please help me

old Re: autobuy problem

kkkkkkk
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Quote
user Ax3 has written
You can't buy CT's weapon if you playing with Terrorists.

sg552 is T weapon and i tryed that with ak47
same problem

old Definitely a bug with the autobuy system

RichNagel
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I know exactly what the first poster in this message thread is refering to, and would like to affirm that it is indeed a buglet with CS2D's autobuy system (I'm thinking only with the primary weapons).

Here's my current "AutoBuy.cfg" file:

Clicky here ->
Spoiler >


If I'm a CT, I can buy the M4A1 (along with all of the rest of the stuff). But, if I'm a CT, no AK47 is purchased.

Moving the AK47 to the top of the primary list like so:

Clicky here ->
Spoiler >


...and then the opposite is true. As a T I can buy the AK47, but as a CT, no primary weapon is purchased.

old Re: autobuy problem

RichNagel
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user Time has written
You do realize this thread is almost 2 years old, don't you?


...hence a 2 year old bug that is still in the game that's worth reporting, no?

old Re: autobuy problem

DevGru
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Same thing happens to me.

In my server, when I auto buy in CT it works fine. If I auto buy when I'm in T, it doesn't work. It doesn't buy me AK-47.

The problem is probably because in the primary section of the auto buy script, the CT's weapons comes up first and the T's weapon comes up second. So if you try to auto buy in T, it executes to buy M4A1, but since Ts can't buy M4A1, it doesn't execute anything.

@user kkkkkkk: Open your autoexec.cfg file in the sys folder and paste this at the bottom:

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bind "F6" "ak47; m4a1; vesthelm; hegren; buyammo1; buyammo2; flash; flash"
bind "F7" "sg552; aug; vesthelm; hegren; buyammo1; buyammo2; flash; flash"
bind "F8" "m3; p228; vesthelm; hegren; buyammo1; buyammo2; flash; flash"
bind "F9" "scout; deagle; vesthelm; hegren; buyammo1; buyammo2; flash; flash"

> Notes:

• Put a gap before pasting that at the bottom.
• The weapons in the code is just an example. You can edit it to the order you want. Example: change "P228" into "deagle" or change "scout" to "awp".
• In game (If you pasted the code into autoexec.cfg), press "F6", "F7", "F8" or "F9" to buy which set of items you want.

Edit: Shit, didn't know that this thread is one year old.

old Re: autobuy problem

RichNagel
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user DevGru has written
didn't know that this thread is one year old.


I was simply pointing out a bug that I suppose has been overlooked.


user DevGru has written
The problem is probably because in the primary section of the auto buy script, the CT's weapons comes up first and the T's weapon comes up second. So if you try to auto buy in T, it executes to buy M4A1, but since Ts can't buy M4A1, it doesn't execute anything.


I'm thinking that the problem is in the autobuy code as well. The way it's supposed to work is detailed in my "spoilers" above (snippet below):

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// The system begins with the first alias in the list, and attempts to purchase it.
// If a primary weapon is successfully purchased, all later primary weapon aliases are skipped.
// Similarly, secondary weapon buy alias are skipped once a secondary weapon has been purchased.
// You can customize this file to reflect your weapon and equipment preferences and priorities.

In other words, you can have Terrorist, as well as Counter-Terrorist weapons and equipment (and vice-versa), listed in the "AutoBuy.cfg" file.

The game _should_ attempt to buy the first thing, and if it's not one of the valid weapons for the team you have joined, it moves on to the next line.

After finding the first valid weapon, then it should check if you have enough funds for the weapon.

If not, the game should then scan the next line, until it finds something that meets the above critera (Correct team weapon? ; Enough available funds?)

Also, the "Secondary weapons" section should be parsed accordingly (and seperately) as above (although I *think* in CS2D the handguns are the same for the CTs and the Ts... unlike real Counter-Strike/Counter-Strike: Condition Zero, which has one difference between all of the handguns).
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