Documentation Index
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Overview
The movement configuration system provides multiple movement styles including standard WASD, null binds for counter-strafing, and desubtick binds for better movement timing.File Location
Movement Modes
Default Movement
Standard WASD movement binds with no modifications.Basic WASD movement configuration.Configuration:Activation:
Null Binds (WASD)
Null binds automatically cancel opposite direction inputs for perfect counter-strafing.
Requires launch option:
-testscript "../../csgo/cfg/csafap/addons/.vtest"Advanced null movement binds using ticker technology.How It Works:Similar logic applies to A, S, and D keys.Activation:Or in MAIN.cfg:
- Pressing W while holding S automatically cancels S input
- Pressing A while holding D automatically cancels D input
- Creates instant counter-strafing without manual input timing
Desubtick Binds (WASD)
Desubtick binds optimize movement timing for better responsiveness.
Requires launch option:
-testscript "../../csgo/cfg/csafap/addons/.vtest"Optimized movement binds that work with CS2’s subtick system.Implementation:Activation:Or in MAIN.cfg:
Viewmodel Toggle System
Dynamically toggle viewmodel visibility during gameplay.Viewmodel ON
Configuration for viewmodel enabled state.
Viewmodel OFF
Configuration for viewmodel disabled state.Allows you to hide your weapon viewmodel for cleaner screen visibility.
Advanced Movement Commands
Null Bind Command Structure
Each null bind uses a state machine pattern:Desubtick Command Structure
Movement Labels and Commands
The system uses label and command pairs for radio wheel integration:Controls the displayed text for null bind status.
Controls the executable command for null bind toggle.
Radio Wheel Integration
Movement modes can be toggled via the radio wheel interface:Usage Examples
Example 1: Enable Null Binds at Launch
InMAIN.cfg:
Example 2: Enable Desubtick Binds at Launch
InMAIN.cfg:
Example 3: Switch to Default Movement
In console or via keybind:Example 4: Manual Null Bind Toggle
Technical Details
Ticker Technology
The ticker system uses thef u flags with negative values to create frame-perfect input timing:
Movement Command Priority
When opposite keys are pressed:- New key press triggers state change
- Opposite direction is cancelled via
-9999 f u - New direction is activated
- State machine updates for next input
Mouse Bindings
Movement Zeroing
File Structure
Related Pages
- Main Config - Configure movement mode at launch
- Crosshair Configs - Crosshair and recoil features
- Map Configs - Map-specific configurations