yeah I'm not terrible at double jumping, I just thought it would be really easy with it bound to the mousewheel. I could just roll it when I'm already running into stuff. The entire script I was going for was using the mouse3 button to cycle through a few different modes that would set and reset the mousewheel to different actions (mode1 is the wheel bound to jump, mode2 is wheel to the auto/semiauto thing, and mode3 was a zoom script I put in.)
The script I came up with:
bind "mouse3" "+jumper"
alias +jumper "bind mwheelup +moveup;echo jump mode;bind mouse3 auto"
alias auto "bind mwheelup on;bind mwheeldown off;echo shoot mode;bind mouse3 zoom0"
alias on "bind mouse1 shootzeke;echo automatic"
alias shootzeke "bind mouse1 +attack;bind mouse1 deadeye"
alias deadeye "bind mouse1 -attack;bind mouse1 shootzeke"
alias off "bind mouse1 +attack;echo semi-automatic"
alias zoom4 "fov 10;sensitivity 4;bind mwheeldown zoom3"
alias zoom3 "fov 30;sensitivity 6;bind mwheelup zoom4;bind mwheeldown zoom2"
alias zoom2 "fov 50;sensitivity 8;bind mwheelup zoom3;bind mwheeldown zoom1"
alias zoom1 "crosshair 2;fov 70;sensitivity 10;bind mwheelup zoom2;bind mwheeldown zoom0"
alias zoom0 "crosshair 1;fov 120;sensitivity 20;bind mwheelup zoom1;echo scope;bind mouse3 +jumper"
Apparently the game doesn't like setting the wheel to jump, because it doesn't work for some reason.
Also: I considered the mouse2 switch for jumping, I didn't want to go through the frustration of throwing a grenade instead of jumping and vice versa.