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CS defines options to control the menu bar, such as:
D: Chinese version of cstrike gfx shell
There are two files KB KB below, for example:
kb inside.
Command description blank means that it is left blank here, which is usually a comment information.
blank" "CS producer information, QQ or something"
blank" "*************************="
blank" "Info commands"
blank" "*************************="
voicerecord" "Voice Communications"This represents command and information.
radio1" "Standard radio information"
radio2" "Team radio information"
When entering the CS option, the player can define the keys and bind the commands.
For example, radio2 you can replace it with the macro alias written in your script, alias +cjump "+duck +jump"."After the macro script is numbered, extract +cjump.
cjump" "Big jump"
This allows the player to bind keys to the CS control options to run commands;
Besides, kb,This file is the default control option binding button,There is a recovery in the interface that is to call the command from here by default。 It is generally written like this:
k" "+voicerecord"
z" "radio1"
x" "radio2"
It can be seen that it corresponds to kb one-to-one, and even if it is not bound, it must be left blank in quotation marks.
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It's a long knowledge, but is it compatible with SXE? Is the small jump a squat and a squatting tiptoe, and the big jump is not a rabbit jump? These are very easy to do.,Even the jump depends on having to contact yourself.,Maybe there's no such parameter.,If you have it, I want to learn.。
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CS's various jumps, don't regret it, and regret it even more if you don't see it!
1.Normal Jump: Space (kind of nonsense).
2.Small jump: Change the squat to the mouse's pulley!
3.Big Jump: Change the squat to the V key, and press the space bar and V together! Also known as swing back jump Another way is to press a few more squats in the air (the squatting has been changed to a pulley) so that it looks like walking in the air. It's just nice and nothing else!
4.Squat jump: press the squat button first (don't hold it down, just click lightly) and then quickly press the spacebar, the interval between the two keys should not exceed seconds, but not too fast, too fast is easy to become a big jump, slow is an ordinary jump!
5.Combo Jump: This kind of jump is useful against small guns, and AWP has some effect (provided that you practice well).
Method: It is recommended to draw backwards to jump into a pulley, operation: run first, and then click the left or right button, point at the same time with the pulley to jump, the mouse should also follow the left or right rotation, the rotation angle is about 60 degrees, and then it is bigger, anyway, it can't be a sudden angle.
Jump to the air (at the highest point) click the right or left button (the opposite button to the starting direction) and the mouse also follow the rotation angle at the same time (remember: the speed of rotation is not too fast, that will not work, you should rotate at a constant speed) Finally: Repeat the above action as soon as you land (Note:
After jumping, release the W key, and only use the AD two keys to control) I've seen a master jump, the width is the width of Avenue A in Dust 2, the speed!Sweat more! If you don't snipe blindly with AWP, you won't be able to hit it at all, because the jump amplitude is too large and the speed is too fast, so it's hard to get rid of it!
6.I only know the method but I don't know the name: change the jump to a pulley and then click the squat key (the corresponding squat key on the keyboard) The method is simple, and I don't know the name !Hehe.
There is also a kind of air jump, which is a big jump that lands quickly but does not land and then jumps back to the highest point, but the distance is the same!I'm ashamed that it only appeared when I pressed it indiscriminately.,I haven't figured out the specifics yet.,But I think it should be:Big jump, squat, big jump,So with the least time between clicks,Press it out!
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Big jumps, small jumps, big jumps, small jumps, squat jumps, super jumps, slalom jumps, serpentine jumps, jumps, usually the game is generally a squat jump, small and small jumps are used more, other jumps when some necessary terrain and for some game situations need... It is highly recommended to see the ** big jump first run a short section, and then squat and jump at the same time, often used to jump (not jump) the box, the small jump is to press the 2 squat button, often used for AWP use, you can see the ground behind the obstacle in a small jump, directly through each other, even the jump is simple, is to press the jump a moment before the landing on the OK music, generally used to jump to the box at a high place, and then jump to the ground coherently, the serpentine bar should be based on the jump, and the direction of the left and right while jumping is ,,, Roundabout jump is at the same time as jumping, to the inside of the place you want to jump in the direction of, mainly to jump out when you throw it, sometimes because of the foot and stuck and fail, squatting jump is to hold down the squat, and then point to jump, generally used in the corridor those low obstructions to peek down the enemy below. . .
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Except for what you said. There is also a series of extended jumps. DR series extension.
And MSCJ. It's a lot. Break down the words.
There are basically tutorials for the above. And wj. There are tutorials.
There is a certain connection between several jumps.
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Squat with a quick press. The last resort is to put.
Squatting is set to the head.
Mouse wheel. In this way, it is very sold, and the judgment is changed carefully.
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