Damn this feels surreal. Made the decision to move to Texas a couple weeks ago and now my flights in a couple hours. I'm so thankful for the loving people in my life, especially God, who has lead me on this path. Excited for whatever is next!
silas retweeted
My Mother’s Cancer And Family Crisis
Please Read before clicking link:
gofundme.com/f/help-my-mothe…
TLDR; My mother is dealing with the end stages of cancer and my father hasn’t been able to work so we need support
Short FPL vid. Show some love fellas <3 youtube.com/watch?v=4hGpGc-5…
The only solution I've been able to find for these crouch jumps is having a crouch jump bind. Found this on somewhere on reddit a while ago. I have it bound to V bcus it's right above space.
Pasting in comments bcus character limit jaja.
Replying to @launders
This jump is 𝗻𝗼𝘁 consistent on subtick
This jump 𝗶𝘀 consistent on 64tick/128tick without subtick
bind "v" "+cjump";
bind "ctrl" "+ccrouch";
alias "+cjump" "+duck; +jump; spec_mode; alias nDuck_c";
alias "-cjump" "-jump; nDuck_j; alias nDuck_c -duck";
alias "+ccrouch" "+duck; alias nDuck_j";
alias "-ccrouch" "nDuck_c; alias nDuck_j -duck";
Yoo, not sure if this is common knowledge or not.
The HE sound queue only occurs if the player hit has 0 Kevlar. Tested it with no kev, with kev, and with head armor below.
Also I added in another useful sound queue at the end that isn't new but seems to be louder than CSGO.
UPDATE: This seems to be inconsistent in actual live games. There's still a lot of confusion with how these sound queues work so if someone has an answer let me know. The Audio/ sound queue itself might be bugged causing it only to work sometimes in live games.
@CounterStrike
This seems to be inconsistent in actual live games. There's still a lot of confusion with how these sound queues work so if someone has an answer let me know. The Audio/ sound queue itself might be bugged causing it only to work sometimes in live games. @CounterStrike







