The Official GreyScript manual
by {PX}_GreyFox

Contents:
1 Getting Started
2 Default commands and what they do
3 Special commands by class
4 Using the GreyComm System
5 Writing New scripts for new maps
6 Developers Notes/ cutting and pasting GreyScript Aliases into your scripts
7 E-mail me

1 Getting Started
First move all the .cfg files from your TFC file (usually in c:\sierra\half-life\tfc) into a new folder and move that
folder somewhere outside your half-life directory. I reccomend this even if you use your own scripts when you try mine out, as I have a lot of aliases that
ended up defined in completely unrelated .cfg files, especially where my respawn aliases are concerned, and it would take a while to ferret them all
out. After that you should right click on the shortcut you use to execute tfc and make sure that -zone 4096 is in your halflife executable line. If not,
type a space and then -zone 4096 right after -game tfc. Otherwise half life might not have enough space to run all the GreyScript files in addition to
Half-life itself and "z_malloc" errors could occur. I have no idea what z_malloc stands for, but you get kicked out of whatever game you are
playing whenever this occurs. Finally, move the PAK file and mapdefault.cfg (for version1) into your halflife\tfc folder, move all the files in the zip
file into your TFC folder (for version2), or unzip the zip file you downloaded into your TFC folder (both versions). The sound that comes with the
script needs to go into your sounds folder in your TFC folder. When all this has been done, its time to fire up a game of TFC.

When the game loads up, select your team as normal. If you autoteam (push 5), you should push f10 untill the correct team.cfg name pops up at the
top of your screen. If the map automatically selects your team, on the class select screen, first press 1,2,3,or 4 depending on what team you're on
(1 for blue, 2 for red, 3 for yellow, 4 for green), then pick your class. This sets up your spraymessage, changing teams, and your disguise if you play
a spy. 

Thats about it for this section; when you quit, please use end instead of escape. This will override an annoying little file, called config.cfg, that
saves your keyboard layout from the last game and reloads it for the next game, and ends up running before, during, and after all of 
your .cfg files that run when you start a game, and overrides anything you would like to have happen at the beginning of a game (you know, like team
selection scripts...) Anyway, please,please,please use the end key when youre done playing.



2 Default Commands and what they do
Here is a quick listing of what will happen when you push what key,
Starting from the top
F1	Reports things like volume level and brightness	F2	Restores the Default Bindings
F3	Changes the map comm mode to one of 5 defaults	F4	Changes to another classes keyboard layout
F5	Use Up/Down and Left/Right to change bright/contrast	F6	Use Left/Right to change volume, Up to mute
Push F5 or F6 again to restore arrow keys to default
F7	Take a picture of whats on the screen			F8	Spray your spraypaint logo
F9	Use your classes default special attack		F10	Changes the default team
F11	Like Caps lock for the comm mode (see pagedown)	F12	Changes the screen quality level (works better in openGL or Direc3d)
`	Toggle the Console (lets you manualy type in commands and execute scripts; scripts are automated versions of the console)
1	Weapon/Menu Select 1				2	Weapon/Menu Select 2
3	Weapon/Menu Select 3				4	Weapon/Menu Select 4
5	Weapon/Menu Select 5				6	Menu Select 6
7	Menu Select 7					8	Menu Select 8
9	Menu Select 9					0	Menu Select 0 or 10
TAB	Show Scores and pings				Q	Start circle-strafing left (moving in a circle and looking at the center)
W	Next Weapon					E	Move Forward
R	Last Weapon					T	Start circle-strafing right
U	Drop a BackPack					I	Drop the Flag
O	Tells where the flag is right now			P	Spraypaint your logo with a custom message
[	Say something to your team				A	Really cool looking zoom in
S	Move Left					D	Move Backward
F	Move Right					G	Fisheye Cam (useful for turning around really quickly)
H	Looks behind you but inverts the camera		J	Calls for a medic
K	Sets a detpack for 5 seconds if your a demoman	L	Fake Death if your a spy
;	Fake death without making dying noises		'	Say something to everybody
X	Push once to prime grenade 1, again to throw..throw by 3	C	Push once, you start ducking when you jump, push again, you dont
V	Prime grenade 2, throw grenade 2, do remember to throw	N	Change Class
M	Change Team					SHIFT	Duck
CTRL	Use buttons, doors, turrets, etc.			SPACE	Jump
ENTER	Respawn after dying				END	Use to quit a game of TFC or go to the game selection menu
PAGEDOWN Hold down to activate GreyComm (Function keys are class messages, Number keys are map messages), release to deactivate
UP	Move Forward					LEFT	Turn Left
DOWN	Move Backward					RIGHT	Turn Right
MOUSE1	Start Attacking					MOUSE2	Use your classes default special skill



3 Special Commands by class
This is where all the time went. What follows is basically an instruction manual for every class based on the scripts I wrote. 
comm7 and comm8 are explained in chapter4. Default weapon runs every time you respawn, and isnt always a weapon. Here it goes.

		SCOUT
WHEN YOU START/RESPAWN
Default weapon is the shotgun
Default concjumping mode is manual
Default auto concjumping mode wait is 1 second at 200 ping
KEYS
<Mouse2>	Concjump button. In manual mode, hold mouse2 down for a while. A countdown will start and you will throw a grenade. When 
the countdown reaches 0, release mouse2 over the grenade. In automatic mode, just keep holding the button down until the jump is completed, 
then release. If the jump does not go correctly, adjust the timing using the mouse wheel
<Mouse3>	Helps tweak concjump timing; the time between the words launch and detonation should be about the same as the time between
throwing the grenade and detonating the grenade.
<Mouse Wheel>	Adjusts the timing between throwing the grenade and jumping over the grenade while moving forward just as it detonates
(hopefully). Wheeling up increases time, Wheeling down decreases it. If your ping is above 200, you should decrease time; if its lower, you should
increase.
<alt>		change the concjump mode from manual to auto or vice-versa
<comm7>	Sets timing to 3/4 second at 200 ping
<comm8>	Sets timing to 1 1/4 second at 200 ping
STRATEGIES
-While I put a lot of time into the autoconcjump mode and its better supported, pings can vary a lot in a short amount of time. You're better off
getting used to using the manual concjumping mode, and thats why I left it as default
-Circle strafing scouts can be extremely deadly. In addition, while the enemy is busily trying to hit you, hes generally not moving very far, and
is extremely vulnerable to sniper fire
-If the defenses are too hard to get by, consider playing a medic. They get conc grenades too. If the defenses are really tough, consider playing a
demoman. Just remember that pipebomb jumps can hurt a lot if youre not careful. Also, remember any class except the HW guy CAN grenade jump
by priming a standard grenade, holding it, and jumping at 0, but unless you're fully armored this tactic will probably kill you, and even fully armored
you will probably not be in very good shape afterward.

		SNIPER
WHEN YOU START/RESPAWN
Default weapon is the Autorifle
Default control mode is Zoom mode
Default in-zoom sensitivity level is 1
Default in-zoom magnification level is 9x
KEYS
<Mouse2>	Starts sniping. Zooms in to a level between 1x and 9x megnification that is user specified. Changes the mouse sensitivity level
to one of five user defined settings. A countdown will start, when you hear"fire at will" the rifle is fully charged. While zoomed in, mouse1 will switch
to fisheye cam and increase mouse sensitivity while held down and return to zoomed in mode and decrease sensitivity when released. Push mouse
2 again to stop sniping. If you die while sniping, push mouse2 again to restore mouse sensitivity.
<Mouse3>	Switches control mode from zoom mode to sens mode and vice-versa
<MouseWheel>	In zoom control mode, changes zoom level for sniping. Wheeling up increases magnification, wheeling down decreases it. There
are 9 different mag levels, ranging from 1x to 9x, where 1x is no zoom. In sensitivity control mode, changes sensitivity level for sniping. Wheeling
up increases your mouse sensitivity (how much your field of vision changes when you move the mouse around), wheeling down decreases it. These
settings can be changed any time, zoomed in or out, and will only take effect when you start sniping with mouse2.
<alt>		After a 2 second delay, will zoom in to 9x magnification, then wait about half a second, then go on to 8x, wait, 7x, etc. When the
mag level is the one you want to use, push mouse1. After the camera returns to no zoom, push mouse1 again. When you start sniping, the zoom
level will be the one you selected.
<comm7>	Sets the zoom level to 3x
<comm8>	Sets the sensitivity level to 3 of 5
STRATEGIES
-Im not saying spy-check everyone, but be sure to put a fully charged slug between the eyes of every speedy HW guy or Soldier, every engineer who
carries around the railgun, everyone who is wearing your colors and changes class, any scouts on prozac, any medic who ignores someone with a
cross over his head (unless hes got good reason for it), and ESPECIALLY any snipers on the battlements whose gun seems to be malfunctioning
and won't give them a lazer sight. These people are not your friends. These people live to take out sentry guns... and you. If you do get gibbed by a
spy, go back up to the battlements and give yourself permission to spy check all the other snipers there. This advice holds true for everyone, but
expecially snipers, as the spies typically know where all the sniping spots are at and snipers aren't typically that mobile or aware while sniping. Also
remember, any person in any class who is using a weapon other than their classes default is not a spy. That means scouts without nailguns, snipers
without sniperrifles, soldiers without rocket launchers, demomen without grenade launchers, medics without the supernailgun, hw guys without the
ac, pyros without the flamethrower, and engineers without the railgun CANNOT be spies. Often times, a good sniper is the only thing that stands
between an enemy spy and an enemy spy having a good game.
-Snipers have the benifit of sniper-only maps, and plenty of them. Try a few of them out; since everyone on is a sniper, the best players on the
server are probably some of the best snipers out there. Try to find as many good sniping spots on any map as you can. Be creative. Sometimes
it helps to have a scout, medic, demo, soldier,or another sniper help you get to those hard-to-reach places. A good sniping spot is not well lit,
away from most of the action, lets you move at least 5 feet in any direction, and gives you a good view of somewhere where enemies have to move
through.
-Sometimes you're close enough to your targets that you don't need a full zoom. Try zooming out to about 3x to 5x magnification to give you a
wider field of vision. If you have to cover a large area thats very far away from you, try using mouse1 while zoomed in and switch back and forth
between a few areas. That way you can still keep a full zoom and cover a wide area.

		SOLDIER
WHEN YOU START/RESPAWN
Default weapon is the Rocket Launcher
Default Autogrenademode is one
Default RJ/QW mode is RJ
KEYS
<Mouse2>	If you are in RJ mode, starts a rocket jump and stays ducked until released. If you are in QW mode, attacks with your
supershotgun and may or may not prime a grenade, depending on your grenademode. When released in this mode, any primed grenades are thrown
and, if the grenademode is 3, will prime and throw your secondary grenade
<MouseWheel>	Changes the grenade mode. Grenade mode 1 launches a standard grenade when mouse2 is released in QW mode, mode 2
launches a nailbomb, mode 3 launches a normal grenade and then primes and throws a nailbomb, and mode4 reminds you that mode4 is the
deactivated mode (no grenades, just the shotgn)
<alt>		Switches between RocketJump and QuickWeapon modes (RJ and QW)
<comm7>	Sets the grenade mode to 1
<comm8>	Sets the grenade mode to 4 (deactivated)
STRATEGIES
-The rocket jump script gives a good, solid rocket jump with a lot of altitude and little forward movement even when lag makes it difficult or
impossible to rocket jump normally. However, there are times when you need a lot more forward movement or need to angle your rocket jump. You
really should be able to rocket jump manually for these situations. Also, the scripted rocket jump (mouse2) can be used while moving backwards,
so you can keep attacking an enemy from the air while moving away from him quickly.
-Don't take crap off of snipers. You are one of three classes that have a long distance weapon, and one of two that have a decent one. Any class
can zoom in using the a button if you're far away, and you're more mobile than that sniper while you do so. Besides, if he sees that rocket moving
toward him, he'll probably move out of the way and lose his target; a good soldier can make any sniper effectively useless...until the sniper decides
to move, giving your team time to take his flag sniper free.
-Remember, if its too high for a rocket jump, a grenade jump can do the trick. Just be careful; those hurt a lot. 

		DEMOMAN
WHEN YOU START/RESPAWN
Default weapon is the grenade launcher
Default attack mode is hold
Default Detpack time is 5 seconds
KEYS
<Mouse1>	In the hold attack mode, starts attacking as normal. In the toggle attack mode, starts attacking with the grenade launcher,
press again to stop
<Mouse2>	In the hold attack mode, starts laying out pipebombs as long as its held down, let go and press again to detonate. When you
detonate, if you hold mouse2 down for a little while over a pipebomb, you will execute a pipejump. In the toggle attack mode, will start laying down
pipebombs, push mouse2 again to stop or mouse1 to start attacking with the grenade launcher. When you stop laying pipebombs or start attacking with
the grenade launcher after pipebombs have been laid down, push mouse2 again to detonate or pipejump. In hold or toggle mode, after you pipejump
mouse2 will again start laying out pipebombs.
<Mouse3>	Set down either a detpack with a user defined timer, either 5, 20, or 50 seconds.
<MouseWheel>	Changes the detpack timer. Wheeling up increases time, wheeling down decreases.
<alt>		Switches between hold and toggle attack modes
<comm7>	Sets a 20 second detpack and ensures that no one messes with it
<comm8>	Sets a 50 second detpack and ensures that no one messes with it
STRATEGIES
-You can use the enemy has the flag noise or the displays for sentries bieng taken out, dispensers being taken out, or people you know the 
locations of dying to time detonation of your pipebombs if you're not looking directly at them.
-The pipejump has about as much height as the concjump, so scouts and medics aren't the only ones who can go up those back doors safely
-Save those MIRVS until you really need them or for sentries; your pipebombs are plenty deadly enough... unless you like spamming (believe it or
not, it's possible to play a good demoman without grenade spamming the server)

		MEDIC
WHEN YOU START/RESPAWN
Default weapon is the medkit, and is constantly on
Default concjumping mode is manual
Default auto concjumping mode wait is 1 second at 200 ping
KEYS
<Mouse1>	Uses the SuperNailgun and starts attacking when held down, returns to the medkit and starts attacking when released
<Mouse2>	Concjump button. In manual mode, hold mouse2 down for a while. A countdown will start and you will throw a grenade. When 
the countdown reaches 0, release mouse2 over the grenade. In automatic mode, just keep holding the button down until the jump is completed, 
then release. If the jump does not go correctly, adjust the timing using the mouse wheel
<Mouse3>	Helps tweak concjump timing; the time between the words launch and detonation should be about the same as the time between
throwing the grenade and detonating the grenade.
<Mouse Wheel>	Adjusts the timing between throwing the grenade and jumping over the grenade while moving forward just as it detonates
(hopefully). Wheeling up increases time, Wheeling down decreases it. If your ping is above 200, you should decrease time; if its lower, you should
increase.
<alt>		change the concjump mode from manual to auto or vice-versa
<comm7>	Sets timing to 3/4 second at 200 ping
<comm8>	Sets timing to 1 1/4 second at 200 ping
STRATEGIES
-While I put a lot of time into the autoconcjump mode and its better supported, pings can vary a lot in a short amount of time. You're better off
getting used to using the manual concjumping mode, and thats why I left it as default
-I know its sad, but the best possible strategy for a medic is to find the weakest lin... lets be honest... dumbest player on the enemy team and infect
him near respawn. Unfortunately, most people will rather suicide than give you the kill, but I guess its just as satisfying to see an entire team with
negative scores ;)
-Medics are good flagrunners, especially if the enemy defenses make it too hard to flag run as a scout. However, on maps where speed counts, 
especially where flagrunners run at half speed like canalzone, it might be a better idea to play support and leave the flag running to the scouts or
make sure that you ALWAYS have plenty of conc grenades for getting around,

		HW (Heavy Weapons) GUY
WHEN YOU START/RESPAWN
Default weapon is the minigun
Default Autogrenademode is one
KEYS
<Mouse2>	Attacks with your supershotgun and may or may not prime a grenade, depending on your grenademode. When released in this
mode, any primed grenades are thrown and, if the grenademode is 3, will prime and throw your secondary grenade
<MouseWheel>	Changes the grenade mode. Grenade mode 1 launches a standard grenade when mouse2 is released in QW mode, mode 2
launches a nailbomb, mode 3 launches a normal grenade and then primes and throws a nailbomb, and mode4 reminds you that mode4 is the
deactivated mode (no grenades, just the shotgn)
<comm7>	Sets the grenade mode to 1
<comm8>	Sets the grenade mode to 4 (deactivated)
STRATEGIES
-HW Guys excel at Flau Running support. Aside from their ability to blow half mile wide holes in the enemy defense, HWs have one thing no other 
class has: 300 points in armor. HW guys were born to take bullets, and they're not bad atgiving them back, either. Not only that, but if you (as a HW)
go up the main flag ramp while a conc jumping scout goes out the back way, with all thenoise you make fighting the enemy will almost never look 
anywhere else but right at you, and the scout will pretty much have a free ride back to his base.
-A lot of people like to say that HW guys have no skill right after you kill them. While that's usually just a bad player being a sore loser, because of
the HW's image as a newbie class, it's especially important that HW guy players don't make any newbie mistakes. Heres the three most common:
1. Your minigun is an awesome weapon- except at long range. If you're farther than about 20 yards away from your opponent, you're about as good
as a scout. 2. Don't just charge other players blindly. Demos will lead you into their grenade traps. Soldiers will rocket jump and take you out from
the air. Medics will infect you and die, only to get the last laugh. Even lowly scouts will circle-strafe around you and make your life miserable. You
have two good weapons if you need them, and the supershotgun does decently at long range, not to mention those really cool MIRV grenades. 
Just remember, 300 health does not make you invincible. 3. There is a time and a place to flag run. That is when you are already in their flag room
and you are positive that no flag runners are going to be able to get past enemy defenses to where you are. However, you are slower than a snail on
prozac. Spies have to lower their walking speed to pass themselves off as you. Scouts run circles around you. HWs are much more usefull as
support and on defense than as flag runners, and you usually get more kills that way anyway.
-Nothing says newbie like a HW Guy, and you can use that to your advantage. The enemy expects you to make stupid mistakes and often lets their
gaurd down a LOT. This is the best weapon a HW Guy can have- even better than his minigun. Sometimes I've changed my name to Player to 
complete that newbie look. Theres nothing to be ashamed about when you have a higher score than everyone else on the map.

		PYRO
WHEN YOU START/RESPAWN
Default weapon is the flamethrower
Default Autogrenademode is one
Default RJ/QW mode is RJ
KEYS
<Mouse2>	If you are in RJ mode, starts a rocket jump and stays ducked until released. If you are in QW mode, attacks with your
flamethrower and may or may not prime a grenade, depending on your grenademode. When released in this mode, any primed grenades are thrown
and, if the grenademode is 3, will prime and throw your secondary grenade
<MouseWheel>	Changes the grenade mode. Grenade mode 1 launches a standard grenade when mouse2 is released in QW mode, mode 2
launches a nailbomb, mode 3 launches a normal grenade and then primes and throws a nailbomb, and mode4 reminds you that mode4 is the
deactivated mode (no grenades, just the shotgn)
<alt>		Switches between RocketJump and QuickWeapon modes (RJ and QW)
<comm7>	Sets the grenade mode to 1
<comm8>	Sets the grenade mode to 4 (deactivated)
STRATEGIES
-Your rocket jump can't get you much height, usually just enough to jump over the center wall in the well
-Never stop moving as a pyro. You are the fastest of the heavilly armed classes; you have the best of both worlds. You even make a damn fine flag
runner.
-Pyros also have that newbie factor to them. Again, use this to your advantage. For more info, see HW

		SPY
WHEN YOU START/RESPAWN
Default weapon is the supershotgun, followed by a disguise change to the enemy team and then your current disguise (default is the last played
	class)
Default autospychange mode is on
Default next disguise (MouseWheel Up) is Medic
Default previous disguise (MouseWheel Down) is Demoman
Default slowdown mode is off
KEYS
<Mouse1>	Starts attacking, and if autospychange is on, will redisguise you when released
<Mouse2>	Starts attacking with the knife and, if autospychange is on, will redisguise you when released
<Mouse 3>	Drops the flag (if carried), drops a backpack, fakes death, and changes back to the spy costume of your color in half a second
(all these things happen every time you ACTUALLY die). When pressed again, will stop faking death and, if autospychange is on, will redisguise you.
<MouseWheel>	Selects the disguise for autospychange. If no disguise has been selected using the mouse wheel, the default disguise is
whatever class you were most recently playing (spy disguise, or no disguise, if you started the map as a spy). Look in the upper left of the screen to
see which disguise was selected.
<Shift>		Ducks while held down, and toggles slowdown mode on and off; push once to lower your walking speed (to disguise as a HWGuy
or charged sniper), again to walk at normal speed. When you use the wheel to disguise as a HW or Soldier, slowdown mode will automatically turn
on as soon as the disguise is on.
<Alt>		Toggles autospychange mode on and off. It is a good idea to turn autospychange off when you grab the flag, as you are not
allowed to disguise yourself when you have the enemy flag. If you turn this off and then on, and you have not selected a disguise with the mouse
wheel, you will be disguised as a demoman when you autospychange next time
<comm7>	shouts "DONT SHOOT! IM ON YOUR TEAM! Im disguised as a", says what class you're disguised as, says "and im calling for a 
medic", all to your team, and then calls for a medic.
<comm8>	says "Im disguised as a" and then the class you're disguised as to your team
STRATEGIES
-A lot of good spy strategy was discussed in the sniper section, so ill just be brief:1 You always look like you are carrying your classes default
weapon. That makes medic and engineer disguises difficult in general, and you should be aware of this when you are disguised as a sniper, soldier,
HW Guy, or Pyro, as these classes tend to USE their weapons a lot. You can get away with this as a demoman as long as there are pipebombs
somewhere in the level that would make sense. 2 HWs are SLOW, and whenever enemies can see you as a HW, make sure that you're slow too.
Soldiers are also slow, but because they like to use their rocket launcher to speed themselves up, the soldier disguise is hard to pull off even
slowed. Scouts disguises are only a good idea if your ping is at least 500 better than most of the enemy force, and then only if you stay away from
any other scouts. Not only that, but if you're disguised as a scout or medic, try to either act like you ran out of grenades (and avoid using them),
or act like a newbie that can't conc-jump. Lastly, remember snipers switch between walking speeds and strafe a lot. Sometimes I use the a button
zoom to get into character (while Im at it, stay away from walls in the base you're in, as you don't want to reveal your lack of a lazer sight). 3: When
choosing a disguise, try and pick the same class disguise as the worst player on the enemy team. Study this player (usually named player) and make
the same mistakes he makes, and be sure to stay away from him. The enemy team will ALWAYS cut you more slack and forget to spy-check you.
Sometimes it helps to change your name to player, just remember to put a _ symbol right after your name if there are any players on the enemy
team named player. That way, if you do get discovered, the enemy is just as likely to spy check his newbie friend as you, and after the newbie
complains a few times, the spy checks are likely to stop altogether. 4: Practice good recon. Destroy sentries and give your team any useful info on
the enemy base. Why? You get spy-checked less, not for any noble reasons, but simply because your team knows who and where you are.
-All the info in this section and the sniper section can be applied to any class if you suspect an enemy spy in your base. In general, the easiest way
to detect a spy is to shoot the pacifist; everyone in TF uses their weapon sometime.

		ENGINEER
WHEN YOU START/RESPAWN
Default weapon is the supershotgun, sets mouse2 to sentry step 1 and mouse3 to dispenser mode
Default sentry rotate mode is 45 degrees
<Mouse1>	Depending on the sentry step, will either start attacking or switch weapons to the supershotgun and reset the sentry step to 1
and mouse3 to dispenser mode
<Mouse2>	Executes a series of sentry gun commands in steps. Step 1 simply switches your weapon to the wrench. Step two builds a sentry
if possible. Anytime at this point or after, pressing mouse1 will change weapons to the supershotgun and start mouse2 over at step one. Step
Three tries to upgrade your gun. Any time at this point or after, pressing mouse3 will attempt to rotate the sentry gun. When mouse1 is pressed
at this point. mouse3 will be used to build and detonate sentries. Step 4 tries to add ammo to your gun. Step 5 tries to repair damage to your gun.
After step five, mouse2 will cycle through the last three steps, upgrade, ammo, and repair. In other words...
	<Sentry Step 1>	Whip out the wrench
	<Sentry Step 2>	Build a gun. <Mouse1> Resets to step one
	<Sentry Step 3>	Try to upgrade your gun <Mouse3> Try to rotate your gun <Mouse1> Resets. sets mouse3 to dispenser mode
	<Sentry Step 4>	Try to add ammo to your gun
	<Sentry Step 5>	Try to repair damage to your gun.
	<Repeat steps 3,4,and 5 until mouse1 is pressed or respawn>
When mouse1 is pressed after step two, pressing it again will start attacking as normal.
<Mouse3>	Depending on the sentry step, will either make a dispenser and detonate it when pressed again, or try to rotate the sentry gun
anywhere from 45 to 315 degrees to the left at a user defined level
<MouseWheel>	Changes how far you would like to rotate sentry guns anywhere from 45 to 315 degrees to the left
<v>		Primes an EMP grenade, press again to throw grenade and an ammo pack for extra damage with the EMP
<alt>		Manually toggles mouse3 between dispenser mode and rotate mode
<comm7>	Manually sets mouse3 to dispenser mode
<comm8>	Manually sets mouse3 to rotate mode
STRATEGIES
-Never build your sentry in the same spot twice. Find several good spots for sentries and try to pick ones near other engineers
-See a feigning spy? Build a dispenser on them! They hate that. Detonate it if you're feeling mercifull, or let them kill themselves out of frustration
because they can't move.
-Your sentry gun isn't your only method of getting kills. If you have a sentry gun thats not getting messed with, you can try flagrunning. You also
have EMPs, which detonate all explosives in the area, including ammo packs and pipebombs. Your railgun doesn't do much damage, but can be
used offensively the same way you use conc grenades offensively, to push people around.



4	Using the GreyComm System
The greycomm system is basically a set of communications scripts for every class and every map that has the same structure for all the class
scripts and all the map scripts that can't acidentally be activated and leaves room for other more usefull commands. In other words, once you
learn one class or one map you know all the communications scripts for every class and every map and can easily write new ones for new maps.

To activate the communications mode, hold down page down or press f11 once. To deactivate, let go of page down or press f11 again.

Once active, F1-F8 will be used for the following: (All examples are for Scout)
F1	Offensive message. Example: "Im going on offense (Scout). Anything that needs to be done in their base?"
F2	Defensive message. Example: "Ive got some caltrops (Scout). Any good ideas as to where to put them down?"
F3	Support message. Example: "I need someone to take care of there defenses so I can flag run (scout). Ill follow you in."
F4	Flagrunning message. Example: "Im going on a flag run (Scout). Any good holes in their defense I should know about?"
F5	Medic/Infection message. Example: "Stay away from me Im sick (scout) (calling for medic)", followed by a vocal call for a medic
F6	Enemy past defenses message. Example: "Enemy In our base! (near me, the scout asking for a medic)", followed by a vocal call for a
	medic
F7,F8	Special commands for various classes; often can be used in place of the mouse wheel
Obviously these change a little from class to class, but the structure is always the same.
Heres the other messages for other classes. If a message is not listed, it' s the same as in the scout scripts, listed in the examples above
SNIPER
F2	"Im going on defense (Sniper). Any areas in particular I should cover?
F3	"Ill keep the enemy snipers busy (Snpier)"
SOLDIER
F2	"Im going on defense (Soldier). Any areas in particular we need help patrolling?"
F3	"Im going to take a few bullets for flag runners so we can cap (soldier). Any takers?"
DEMOMAN
F2	(Same as Soldier)
F3	"Im going to go blow open their tunnel (demo)"
MEDIC
F1	"Im going to go spread the plague (Medic). If anyone needs me Ill be in their base.
F2	"Im on defense right now (medic). If anyone needs me Im in our base."
F3	"Who needs a medic right now and where can I find you (medic)?"
F5	"If you're sick, stay away from respawn. Anywhere else, I can help you (medic)
F6	"Enemy in our base! (near me, the medic with my supernailgun out)", followed by whipping out the supernailgun
Heavy Weapons Guy
F2	(Same as Soldier)
F3	(Same as Soldier)
PYRO
F2	(Same as Soldier)
F3	"Im here for support if any flagrunners need it (pyro)"
SPY
F2	(Same as Soldier)
F3	"Im going undercover (Spy). Ill be disguised as a", then your disguise name, then "let me know about any annoying sentries or snipers"
F4	"Im going on a flag run (Spy). Ill be disguised as a", then your disguise name, then "going in"
F5	"Stay away from me Im sick (spy)(disguised as a", then your disguise name, then ")(calling for medic)", followed by a vocal call for a
	medic
F6	"Enemy in our base! (near me, the spy asking for a medic) (im disguised as a", then your disguise name, then "and Im calling for a
	medic", followed by a vocal call for a medic
ENGINEER
F2	(Same as sniper)
F3	"Any good ideas for sentry placement right now (engineer)? Im open to suggestions."
F4	"Im going on a flag run (engineer). Can any other engineers watch my sentry for a while?"

Once the communications mode is active, 1-0 will be used for the following: (All examples are for the 2 Fortresses map)
1-5	Flag positions one through five. One is closest to their base, 5 is closest to yours.
	Examples:
1	"Flag on top of ramp"
2	"Flag in enemy ramp room"
3	"Flag on enemy battlements"
4	"Flag on bridge"
5	"Flag underwater"

6	Enemy Past defenses. Example: "Enemy is taking flag up ramp"
7	Enemy Past defenses 2 or Friendly support. Example: "Enemy is taking flag up elevator shaft (grenade jump)"

8	I have the flag. Example: "I've got the flag and am coming up the ramp"
9	I have the flag 2 or Offensive Support. Example: "I've got the flag and am coming up the elevator shaft (grenade jump)"

0	Sentry blocking progress. Example: "Sentry is blocking acess to flag, I need help taking it out"
Here are the specifics for the other 4 default maps:
CANALZONE
1-5	"We need Command point" 1-5, sets the command point your going for to 1-5
6	"Enemy in our base...When we gib him, I get dibs on the spleen"
7	"Friendly in their base! Its a BYOD party (Bring Your Own Detpack)"
8	"Enemy has flag and is heading toward" the command point you're going for
9	"We need someone to take care of the defense at", the command point you're going for, "so we can cap"
0	"Sentry is keeping me from capping", the command point you're going for, :I need help taking it out:
Pageup	changes the command point you're going for. default is CP1.
HUNTED
1-5	"Hunted is in" Respawn, Building 1, Lower Ruins, Back Alley, or Courtyard
6	"The Doors been opened! Secure that area quickly"
7	"We need someone to get the door"
8	"I have the president in my sights. Hes near me, and Im calling for a medic.", followed by a vocal call for a medic
9	"It's Clear. GO. GO. GO."
0	"Door is clear" (there are no engineers on the hunted map; if you use this script for another hunted style map with engineers, be sure
	to change this)
	PLAYING AS THE PRESIDENT
F1	Im hiding under the truck. Tell me when it's clear."
F2	Someone please help me get into this grate by ducking in front of it"
F3	Im hiding in a dark corner. Tell me when it's clear."
F4	Someone please get the door so I can get to my car in one piece."
F5	I need a medic to boost me so I can make it to my SUV in one peice."
F6	"Is it clear?"
F7	"Is it bad luck to open an umbrella inside someones head?"
F8	"Finally...huff...made...it...ghasp...to...car...huff..; say doughnuts...still...here...wheeze..coffee...cold...NOOOOOO"
THE ROCK
1-5	"Key in" Entrance to Wardens Office, Yard on Wardens Office side, Yard on Gas Chamber side, Tunnel to Gas Chamber,  or Entrance to
	Gas Chamber
6	"Enemy has key and is headed to our Gas Chamber! Gib him or get somewhere safe!"
7	"Im gonna release gas in exactly 5 seconds, so get prepared.", followed by a 5 second timer
8	"I've got the key and am headed toward their Gas Chamber. I need backup and be prepared"
9	"We need someone to blow a hole in their yard"
0	"Sentry is blocking my way to the key. Someone help me take it out."
WELL
1-5	"Flag in" their Flag Tunnel, their base at entrance to their base, center area of map, entrance to our base, or our flag tunnel
6-7	"Enemy has flag and is taking it out the", Front Door or Flag Tunnel
8	"I have the enemy flag. Has their grate been blown yet"
9	"We need a demoman to blow their grate"
0	"Sentry is blocking access to flag. I need help taking it out"



5 Writing new scripts for new maps
I've tried to make my template for scripts fairly straightforward, but there are always going to be exceptions for every rule. Many maps
don't allow engineers or medics, and a map might have more than 5 flag positions or special events. So I've decided to write down a few
guidelines:
1	Tell the computer how many teams this map supports. If there are 2 teams, write the word twoteams at the top of the script; if there
are three, threeteams, and if there are four, fourteams
2	Try to pick out 5 places where the flag is most likely to end up if the flagrunner is killed so the flag can be easily located by anyone.
3	Write down any special events; usually there's one or two. Decide if these are events that you need offensive or supportive scripts for.
Then fill slots 7 and 9. If there are no events, decide on two different flagcarrier messages. If there are more than two events, use slots 6 and 8.
If there are even more events, fill slot 0, then delete a few flag positions. Too many events can be very hard to keep track of. If you need to use
all 10 slots for events, I reccomend making the first 5 supportive and the next 5 offensive.
4	If there are engineers on the map, and you don't have too many events (like gas or needing to blow something up with a detpack), just
fill slot 0 with a sentry message. I find it's best if you include "near the key objective" in this one.
5	Decide if your map needs variables. For more info on this, see the canalzone script
6	If you need to change any of the class comm modes (F1-F8), change them here. Map scripts override almost everything else.


6 Developers Notes/ Cutting and pasting GreyScript Aliases into your scripts
First of all, I would like to thank all the creators of all the scripts I have used or altered in any way, even if just to cure writers block. While I
haven't got a list, most of them can be found on the Team Fortress File Factory web site, where I hope these scripts will one day be posted.
Secondly, I give any scripter permission to use any of my scripts in any way they want to, credit would be nice, but isn't neccesary, and please
don't claim it as your own work untill you've at least taken it apart and seen what made it tick and maybe improved it a little. That's what
scripting is all about, anyway. 
Now I'd like to help people who, like me, download scripts for ideas and never end up using an entire script. Here is a list of the locations of
all the aliases that perform all my scripted functions.
Starting from the top:
DisplayQuality:	Top of Autoexec.cfg
Timing/Wait scripts (non-specific):	Middle of Autoexec.cfg
Slow Snipe	Top of Defalias.cfg
Strafing Scripts	Near Top of Defalias.cfg
Grenade Prime and Time scripts:	Top-Middle of Defalias.cfg
DuckJumping Scripts:	Middle of Defalias.cfg
Simple Fisheye Cam:	Middle of Defalias.cfg
Rearview Cam:	Bottom-Middle of Defalias.cfg
Settings to make half-life execute class and map scripts:	Near Bottom of Defalias.cfg
Starting Team System:	Bottom of Defalias.cfg, Blue.cfg, Red.cfg, Yellow.cfg, Green.cfg, Spy.cfg (look for the word "spychange"), Elpres.cfg
	(system includes spraypaint message)
Communications System:	Shftmode.cfg, bottom of all class.cfg files, all map.cfg files.
Volumecontrol aliases:	Volctrl.cfg
Brightness/Gamma control aliases:	Scrnctrl.cfg, Scrnctl2.cfg
Respawn scripts:	Near bottom of defalias.cfg (the team-change scripts), Reset.cfg, beginning of every class script, beginning of Elpres.cfg
Default Key settings script (loads at start and at every class change): Reset.cfg
Concjump aliases:		Middle of Scout.cfg, middle of Medic.cfg
Sniper rifle with 9 step zoom scripts:	Sniper.cfg (starts with rifle toggle that resets on respawn, then sets up wheel for sensitivity/zoom control
	, then 7-second charge timer, then finishes setting up the wheel and sets zoom control as default, then sets up 5 step sens and 9 step
	zoom control, then sets alt up to perform easy zoom selection)
Rocketjump aliases:	Soldier.cfg, Pyro.cfg (for Incindeary Cannon jumps, works for rocket jump scripts with a quick weapon switch)
	(mixed in with the quick weapon/rocket jump toggle aliases)
Quick Weapon Switch scripts:	See also respawn scripts, Every class.cfg but scout.cfg (HW, Soldier, and Pyro have grenades attached to
	a quick weapon script, and Soldier and Pyro toggle the quick weapon mode on and off, and Demoman can switch between hold and
	toggle)
Pipejump aliases:	Middle of Demoman.cfg
Detpack aliases:	Near bottom of demoman.cfg
Constant attack script allowing for respawning:		Medic.cfg (really not suited for any other class...)
Automatic spy change scripts:	See also starting team system and respawn scripts, top of every class.cfg file, spy.cfg
Realistic Feigning aliases:	Spy.cfg (mixed in with auto-spychange aliases)
Sentry Gun Step system:	Upper Engineer.cfg
Automatic rotate system:	Lower Engineer.cfg
Dispenser Build/Detonate system:	Engineer.cfg (mixed in with rotate/dispenser toggle aliases)

I hope this helps!



7 E-mail me
Any questions, comments, etc. can be mailed to me at BrnGreenback@cs.com. Please, no attachements, I can't receive them with this client
anyway.