Awp Crosshair Hltv Models Download

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Beaulah Mozie

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Jul 16, 2024, 5:21:54 AM7/16/24
to grosinagfoi

I have a question - what do you actually ever use viewmodels for, in a perfect world? Do you use a clunky crosshair switcher to have them enabled for melee weapons so you can time your swings? Do you wish you could have them for throwable items like Jarate, Mad Milk, Sandviches, and more, but not have them for things like the Pistol? Do you wish you could enable viewmodels for your inspect animations so you can show off ur l33t 5k1n5 but have them turn back off as soon as you need them to? But mainly, do you want them to just get the hell out of the way when you're playing the official Competitive Mode?

awp crosshair hltv models download


DOWNLOAD ::: https://tweeat.com/2yLMD2



What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? That can hide viewmodels for every single class, weapon, and ANIMATION individually? That doesn't have the clunky issue with crosshair switchers where they don't work if a weapon runs out of ammo, or if you use a scrollwheel? Does all of this sound like heaven?

Also, as the first request would you possibly make a version with secondary weapons shown (pistol/shotgun/pipe launcher/all medic weapons) that still hides the weapon you are going to use most of the time (scattergun/sticky launcher)?

Good shit mate. Too bad I cant try it on holidays. Hope it still works when I'm back. Even though it's not an exploit, valve has a problem because we see more than everyone else in mm now. Hopefully they will react by opening the wall and allowing invisible viewmodels for everyone.

lol I did this on vacation too. still away until Sat night. But no, no artifacts since the viewmodel gets hidden as normal when leaving first person view. And yeah doing this is NOT a one click thing, if only it was.

I saw some funny shit while making this though. Did you know that in listen servers if you set a scattergun to have 5 frames of animation instead of 37 frames, its actual ingame reload speed goes up 700%?

You're obviously free to believe what you want, but, really? I suppose aimbots aren't cheating because the game doesn't somehow internally prevent you from using them? I suppose material hacks that make walls and/or doors invisible aren't cheating because the game doesn't prevent you from doing it? Sound modifications that make spy decloaking and/or footstep sounds much louder are legit too, I suppose.

Obviously a lot of people are happy to have some way to circumvent Valve's explicit decision to not allow viewmodel disabling or changing in competitive, and if they want to use it, so be it, but calling it anything other than cheating is silly.

The game does internally prevent you from using aimbots. All of the examples you mention are explicitly prevented by sv_pure or vac. Edited viewmodel animations are explicitly allowed in sv_pure. That's why it doesn't have to bypass sv_pure.
=allowed

TF2's competitive matchmaking enforces an "sv_pure 2" setting, which has an intended effect of: "In this mode, all game content is forced to be default. This is identical to running in mode 1 and with everything in the whitelist file set to from_steam." (per the valve developer community wiki page, HERE).

Additionally, Valve clamped the viewmodel settings with the release of matchmaking and has left the settings unclamped for other game modes, further making it obvious that they want the viewmodels to be left alone when playing competitive matchmaking.

It's clear that there is some sort of oversight or bug with how the sv_pure settings are handling these modified files, but you're seriously going to argue that it's not cheating when you're blatantly circumventing the configuration restrictions they added specifically for competitive matchmaking?

Material hacks circumvent sv_pure and/or vac. Aimbots circumvent sv_pure and/or vac. Wallhacks do the same. Your files circumvent sv_pure and/or valve-imposed limitations in competitive matchmaking. It's cheating at worst and exploitation at best.

not that im arguing that this pack is cheating and unfair, but it's essentially an exploit that abuses the fact that custom anims are allowed on sv_pure 2. im fairly sure valve wouldn't have considered this when allowing that (or forgotten that it could be used in mm). you should judge cheating based on what it grants the user ingame as opposed to what the developer intended, not simply on whether it's possible to use ingame

Cheating means getting an advantage by breaking the rules of the competition. The competitive community has, from the start of competitive TF2, defined its own rules. Valve have come in, copied our gamemode (6v6) and thrown a wrench at some of our own rules (that no viewmodels and fps configs are fine and that class limits are in place), then asked us to play their version of our competition. We are annoyed that valve have done this, and we've found a way to remove part of the wrench and put some of our old rules back in place.

Your argument, that these viewmodels are bad because it's cheating, is a very pedantic and almost snide one, and tries to put what's happening in this thread alongside aimbots, wallhacks and bunnyhop scripts, and tries to make us feel guilty for taking back what we used to have from a company that is trying to change our community's rules.

Personally it's easier, maybe it's because I have good aim already but don't have the brain power to predict these stupid valorant players. But getting an op pick in valorant is easier cause they just run into your crosshair, if they dont you can go aggressive with jett or chamber and get away easily.

f0rsaken was cs player from Boom , a team who never did anything (globally talking) and in valorant he is a beast same with tenz , yay and others . Some players adapt to the game and others not , i doubt a player from top radiant would play against a LVL 10 faceit 4k elo , but whats the point about discuss this when the games are diferent ????

the competition for cs in asia is utterly dog shit because theres not much player base, your level improve along with your opponents. Valorant level in Japan, apac or asia as a whole was bad as well in the beginning but now everyone can compete.

source for japan? Pretty sure the majority of japanese fps players ( not even much to begin with because they like console games ) play ava and overwatch. I play and follow cs competitive since 2013 there was never a big player base in asia for cs go because there are many competitiors and valve kinda ignore the region. Crossfire, sudden attack, ava, especially crossfire because easier for internet cafe pc to run it.

he's beating many chinese team when he was 13 years old tho. he's always known for his aim even back in csgo, many people in indo or SEA know him already, he was such a prodigy back then, and im happy he finally prove it. so he shines both in val and csgo for me.

csgo is easier and the gap will continue to be bigger as long as riot add more agents. Top teams in the future will need to learn a good amount of comp and be consistent w them to not get anti stratted and change with starting sides. The only thing you can argue is easier in valorant is the shooting i guess but that's debatable.

CS movement speed is a lot faster than val, so for a val player to transition then a peek on them is going to feel like a ferrari just flew across your screen, but for a CS player moving to val a peek looks like they're stuck in molasses

valo shooting is so much easier,way more clear graphis and player models,slower movement.also spectre is stupid accurate and judge&odin are just cheating in some maps takes no skill and you are guaranteed kills almost every time

nice take
let's also consider that csgo has 10 years (not counting another 10 years of the game as a whole)
Valo just has 2 and it's exponentially getting more complex on a macro strategic level imo (because of utility as you said)
Just compare strats from the first masters reykjavik and strats from last masters or LCQ, the level has increased A LOT

i mean, i was a LE in csgo, but im currently ascendant3, and ex immo3 so i guess valo is easier? but tbh regardless of the rank, i find csgo easier, cause u dont need to think harder about the utility, (sure csgo have smokes molly flashes,etc). but its easier to count the enemy utility, where in valo, u have an ability that can refresh, thats add some level of complexity into valorant, and also people can flank faster, rotate faster by using abilities, gather more info, and so on. so i find it easier in csgo cause i can predict the enemy more accurately, than in val.

i personally think that cs is a harder game to get aim down and have that good weapon control, but valorant is a more brainy game and playing with different agent comps rly makes u think a lot more compared to cs which results in it being, in my opinion, a slightly harder game compared to cs

I find awping easier in CSGO despite the lack of get out of jail free cards. This is due to less people having set smokes and also being able to unpeek fast enough to avoid getting traded without the use of an ability. This means awpers in CSGO have an easier time getting multikills vs. just getting 1 then having to TP away

Valorant is going to be more difficult because of new agents and constant meta shift. You have to constantly learn and adapt to be at the top of the competition. Look at TSM, sentinel, ascend , they all fell off because they couldn't adapt to new agents and constant meta shift.

i dont play cs a lot, i dont know how to use utility like smokes flashes and mollys and stuff but imo the aim and gun mechanics are way easier idk if thats a hot take or anything but my aim is insane in cs and i dont know how its so shit in valo. dont have enough experience to make a judgement in general though but thats my opinion

Valorant offers more explorative freedom with its utility, you can say that the learning curve for the game with each added agent or a hard change to an agent, means the game is becoming more and more complex.
In CS, however, the lack of previously mentioned agents coincidentally creates space for freedom with how the utility is being used (at least in the pro scene), so mastery of the fundamentals is crucial as even the slightest skill gap could be the difference in playing from an advantageous or disadvantageous position. In Valorant, on-spot thinking and creativity can turn even the shittiest situation into an advantageous one, much more often than in CSGO.

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