its like every 30-90 seconds itll drop one med on you in random intervals. I had one time were i walked up to armory and the second I hit +use I got a med.
Armory drops a medpack to injuried marine that uses it... one medpack per 7-10 sec, not 30-90 sec <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ooohhh, I got ot love flames like that.
*whipes the corner of his eye*
How much is it to research for heavy armour? Advanced Armory for the Proto Type's Lab, then the research itself, then 4 HA's, then the weapons.
I'm a marinelove, but that's when they're my meal.
If I'm the marinelover, aren't you the alienlover?
<!--QuoteBegin--Align+Dec 14 2003, 05:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Dec 14 2003, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Umbraed Monkey+Dec 14 2003, 12:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Dec 14 2003, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [About 100 res onos and 100 res HA+SG] <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Keep in mind that the onos likely costs at least 102 res, and will need 104 to get some sort of chance against the HA train. Also keep in mind that it takes far longer for an alien to get 100 res with 3 RTs(in any normal-sized server) than it does for the marines to get 100 res with 3 RTs. ALSO, the marine upgrading armory->armslab->protolab->research HA costs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i did take into account onos costing 106 and did mention the research time (I was implying the whole rise to protolab + research, but on second reading, I realised that it wasnt that clear). You are right about the getting 100 res thing, but aliens usually have hoarders saving only for onos, while marine res gets spread evenly to every part of their team due to the comm. The initial onos actually come a bit before the HA's get dropped in my experience.
As well, I said in the last line, dont look at balance by counting numbers only
ps: I dont remember using those words there <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Took out "special", "_special" and "wait" commands to prevent abusive scripts from being written (especially bunny-hopping scripts) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--Pest+Dec 14 2003, 08:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pest @ Dec 14 2003, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Snidely: You could try something like this, (for marines, [this presumes that you don't use mouse3]):
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Err... why not just use lastinv? That's ALOT easier than having lots of binds and aliases and what not. As soon as you spawn, select your pistol. When you press your lastinv button (I use Q, works very well with WASD setup) you'll switch to your LMG. Press it again, back to pistol. Etc.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
bind mwheelup lastinv bind mwheeldown lastinv <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> And pest, do you know if it's possible to select slot1 and shoot like "+attack" with mouse1 instead of +attack;-attack ?
What? You mean like scroll over the LMG sprite and tap mouse1 to draw it? Yeah, that's possible... Or if you mean having a script that only uses +attack and leaves out -attack, then that is possible aswell, only you wouldn't be able to stop shooting... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
OK, I'm a scripting noob <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> But here it goes, recently I have comed up with the idea to make it that you are able to draw your lmg and start firing with mouse1 while mouse2 would draw the pistol and shoot with it and with the same key, however I can only make the lmg fire like non-automatic. You dont know if I can make it so it will fire automatic?
<!--QuoteBegin--JezPuh+Dec 13 2003, 12:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Dec 13 2003, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit. O Moved the skulk model so that it rotates around its center rather than its hind legs. This should look more natural when wall walking and the make the skulk's head stick out less when hiding (Thanks Mojo!) O Fixed mouse focus problems with commander minimap and alert buttons (bugs #357 and #335) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Woohoo! My two biggest griefs about skulking fixed! Particularly irritating is how you could be shot in vents or behind things when you weren't even close to visible. And, stealth and ambush are now better rewarded. Nice.
Does the third item mean that they fixed the bug which made it impossible to select buildings when placed in certain ways?
<!--QuoteBegin--Pest+Dec 14 2003, 02:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pest @ Dec 14 2003, 02:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Snidely: You could try something like this, (for marines, [this presumes that you don't use mouse3]):
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think this is the second time that pest has rocked my socks. More power to ya. Yuussssss... now I still have a chance in the heated battle to blink in, slash some marines, and blink out.
<!--QuoteBegin--uranium - 235+Dec 13 2003, 08:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 13 2003, 08:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--RabidWeasel+Dec 13 2003, 07:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Dec 13 2003, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do fades still suck? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Wow, drop it already. As if people like you jacking some 50 thousand topics to argue that fades suck isn't bad enough, no point in bringing it here, mr. 235. FYI, it's "superior" not "inferior."
warfare: you spelled whipes wrong.
I don't understand what the whole "omg scriptz0rz" thing is. I'm currently using a // **** Bunny ****
alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump" alias -3jumps "-jump"
script, and let me tell you this, a good percentage of clannies and good bhoppers also use this "script," or bind their jump to mousewheel. I'd like to see one person who can do consistent, nonstop "natural" bhop that goes at least 150% faster then normal jumping and can consistently jump w/o sticking to the floor for at least a 30 seconds.
the _special command is an exception of course, because it allows you to create looping scripts, which makes timing bhop jumps unneccessary, as you can just hold down a button to jump. This also applies to _special pistol scripts.
<!--QuoteBegin--Last.+Dec 14 2003, 05:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Dec 14 2003, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--uranium - 235+Dec 13 2003, 08:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 13 2003, 08:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--RabidWeasel+Dec 13 2003, 07:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Dec 13 2003, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do fades still suck? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Wow, drop it already. As if people like you jacking some 50 thousand topics to argue that fades suck isn't bad enough, no point in bringing it here, mr. 235. FYI, it's "superior" not "inferior."
warfare: you spelled whipes wrong.
I don't understand what the whole "omg scriptz0rz" thing is. I'm currently using a // **** Bunny ****
alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump" alias -3jumps "-jump"
script, and let me tell you this, a good percentage of clannies and good bhoppers also use this "script," or bind their jump to mousewheel. I'd like to see one person who can do consistent, nonstop "natural" bhop that goes at least 150% faster then normal jumping and can consistently jump w/o sticking to the floor for at least a 30 seconds.
the _special command is an exception of course, because it allows you to create looping scripts, which makes timing bhop jumps unneccessary, as you can just hold down a button to jump. This also applies to _special pistol scripts. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Agreed, put the wait comamnd back in, but keep the _special out!
I'd be glad if they removed the bunny hopping alltogether <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Heres the way it goes: Flay in general hates scripting that gives you too much of an unfair advantage to my knowledge, or all scipting. In v1.04 he had anti-scripting code in there (and its still in there, well most of it). One part was if you leaped a split second before egging you'd auto-suicide. that has since been removed however the code that would not let you use more than one wait in a row was left in and is still present in 2.01. Flay himself likes bunnyhopping as its a crucial part of balance at this time. In v2.01 flay locked the variable sv_airmove to 1. What this does is it allows you to strafe mid-air or not. If set to 0 you have to start strafing before you leave the ground. This basically disabled the speed increase for bhing. As Flay likes bhopping he thought it fit that server ops not be able to change that cvar. He basically feels that if you are going to bunnyhop do it the right way, the all manual way.
<!--QuoteBegin--NeoMatrix99+Dec 15 2003, 04:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NeoMatrix99 @ Dec 15 2003, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heres the way it goes: Flay in general hates scripting that gives you too much of an unfair advantage to my knowledge, or all scipting. In v1.04 he had anti-scripting code in there (and its still in there, well most of it). One part was if you leaped a split second before egging you'd auto-suicide. that has since been removed however the code that would not let you use more than one wait in a row was left in and is still present in 2.01. Flay himself likes bunnyhopping as its a crucial part of balance at this time. In v2.01 flay locked the variable sv_airmove to 1. What this does is it allows you to strafe mid-air or not. If set to 0 you have to start strafing before you leave the ground. This basically disabled the speed increase for bhing. As Flay likes bhopping he thought it fit that server ops not be able to change that cvar. He basically feels that if you are going to bunnyhop do it the right way, the all manual way. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> THe problem is that the stickyness to the ground (the wallwalking?) makes it really hard to bhop as a skulk w/o a script, but it's really easy as for example a gorge to bunnyhop.
Bunnyhopping is useless almost now too, actually, since you're not invincible under your feet anymore. I'm pretty sure that's the sole reason people did it before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
BizZy_9mm_MessiahOld School MemberJoin Date: 2003-07-25Member: 18411Members, Constellation
Bunny hopping is pretty easy, but occasionally I do get stuck to walls going around corners. Armory giving out health is a nice upgrade because the server I play on dont have the mod. Plus itll be good for humping it when under attack by gassing lerks... O_o
<!--QuoteBegin--Vektuz+Dec 15 2003, 03:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vektuz @ Dec 15 2003, 03:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The armory gives out health?
I CANT WAIT!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Actually there is mod's for NS that make the Armory to a healing station <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--Warfare+Dec 15 2003, 05:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warfare @ Dec 15 2003, 05:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't stick if you hold down Duck.
Bunnyhopping is useless almost now too, actually, since you're not invincible under your feet anymore. I'm pretty sure that's the sole reason people did it before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, i stick sometimes, but that might just be bad timing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well, i will probably still bunnyhop, because, the reason ppl are bunnyhopping is that they get a speedboost, and they are also harder to hit..
I still think the wait command should be left in the game :/
<!--QuoteBegin--Snidely+Dec 13 2003, 01:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Dec 13 2003, 01:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Epidemic+Dec 13 2003, 12:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Dec 13 2003, 12:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gonna be interesting, though I dont like how you took out wait <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yeah - I have my mousewhell set up so that it selects next/previous weapon without that annoying confirmation box coming up. It's so frustrating trying to draw the pistol, and the first shot is used to confirm the damn selection. Grrr. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hud_fastswitch 1
Kann_nix, Kann_nix, Kann_nix. Whatever am I going to do with you? Well, I'm going to suggest you read the entire thread before posting a reply. This has been covered already.
I don't get it. Scripting in all it's various forms is perfectly ok, bunnyhopping or whatever, just because clan people use scripts? And you argue that bhopping is a skill when you use a script? That's much like using some sort of aimbot that helps you keep your aim on target once the crosshair touches it. Either use it in the skilled way, or don't call it skill.
Comments
Besides, I'm sure it heals WAAAY slower than a hive, and may be removed later on.
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ooohhh, I got ot love flames like that.
*whipes the corner of his eye*
How much is it to research for heavy armour? Advanced Armory for the Proto Type's Lab, then the research itself, then 4 HA's, then the weapons.
I'm a marinelove, but that's when they're my meal.
If I'm the marinelover, aren't you the alienlover?
Hypocrit!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(See how useless and pathetic these flames are? I'll just go eat some christmas cookies now).
Keep in mind that the onos likely costs at least 102 res, and will need 104 to get some sort of chance against the HA train. Also keep in mind that it takes far longer for an alien to get 100 res with 3 RTs(in any normal-sized server) than it does for the marines to get 100 res with 3 RTs. ALSO, the marine upgrading armory->armslab->protolab->research HA costs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i did take into account onos costing 106 and did mention the research time (I was implying the whole rise to protolab + research, but on second reading, I realised that it wasnt that clear). You are right about the getting 100 res thing, but aliens usually have hoarders saving only for onos, while marine res gets spread evenly to every part of their team due to the comm. The initial onos actually come a bit before the HA's get dropped in my experience.
As well, I said in the last line, dont look at balance by counting numbers only
ps: I dont remember using those words there <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Hoo-Frikkin'-RA! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thank deity-of-choice for that.
Oh, and to all the little scripters...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Took out "special", "_special" and "wait" commands to prevent abusive scripts
from being written (especially bunny-hopping scripts)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
*Chuckle*
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind mwheel down "weapon_pistol; weapon_mine; weapon_welder"
bind mwheelup "weapon_machinegun; weapon_shotgun; weapon_heavymachinegun; weapon_grenadegun"
bind mouse3 "weapon_knife"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Err... why not just use lastinv? That's ALOT easier than having lots of binds and aliases and what not. As soon as you spawn, select your pistol. When you press your lastinv button (I use Q, works very well with WASD setup) you'll switch to your LMG. Press it again, back to pistol. Etc.
bind mwheeldown lastinv
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And pest, do you know if it's possible to select slot1 and shoot like "+attack" with mouse1 instead of +attack;-attack ?
Or if you mean having a script that only uses +attack and leaves out -attack, then that is possible aswell, only you wouldn't be able to stop shooting... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
But here it goes, recently I have comed up with the idea to make it that you are able to draw your lmg and start firing with mouse1 while mouse2 would draw the pistol and shoot with it and with the same key, however I can only make the lmg fire like non-automatic. You dont know if I can make it so it will fire automatic?
alias -lmg "-attack"
bind mouse1 +lmg<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Hold down mouse1 to draw the LMG and start firing, release to stop. Is that what you wanted?
Man, you pwn, thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
O Moved the skulk model so that it rotates around its center rather than its hind legs. This should look more natural when wall walking and the make the skulk's head stick out less when hiding (Thanks Mojo!)
O Fixed mouse focus problems with commander minimap and alert buttons (bugs #357 and #335) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Woohoo! My two biggest griefs about skulking fixed! Particularly irritating is how you could be shot in vents or behind things when you weren't even close to visible. And, stealth and ambush are now better rewarded. Nice.
Does the third item mean that they fixed the bug which made it impossible to select buildings when placed in certain ways?
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind mwheel down "weapon_pistol; weapon_mine; weapon_welder"
bind mwheelup "weapon_machinegun; weapon_shotgun; weapon_heavymachinegun; weapon_grenadegun"
bind mouse3 "weapon_knife"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think this is the second time that pest has rocked my socks. More power to ya.
Yuussssss... now I still have a chance in the heated battle to blink in, slash some marines, and blink out.
Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wow, drop it already. As if people like you jacking some 50 thousand topics to argue that fades suck isn't bad enough, no point in bringing it here, mr. 235. FYI, it's "superior" not "inferior."
warfare: you spelled whipes wrong.
I don't understand what the whole "omg scriptz0rz" thing is. I'm currently using a
// **** Bunny ****
alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump"
alias -3jumps "-jump"
script, and let me tell you this, a good percentage of clannies and good bhoppers also use this "script," or bind their jump to mousewheel. I'd like to see one person who can do consistent, nonstop "natural" bhop that goes at least 150% faster then normal jumping and can consistently jump w/o sticking to the floor for at least a 30 seconds.
the _special command is an exception of course, because it allows you to create looping scripts, which makes timing bhop jumps unneccessary, as you can just hold down a button to jump. This also applies to _special pistol scripts.
I CANT WAIT!!!
Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wow, drop it already. As if people like you jacking some 50 thousand topics to argue that fades suck isn't bad enough, no point in bringing it here, mr. 235. FYI, it's "superior" not "inferior."
warfare: you spelled whipes wrong.
I don't understand what the whole "omg scriptz0rz" thing is. I'm currently using a
// **** Bunny ****
alias +3jumps "+jump; wait; -jump; wait; +jump; wait; -jump; wait; +jump"
alias -3jumps "-jump"
script, and let me tell you this, a good percentage of clannies and good bhoppers also use this "script," or bind their jump to mousewheel. I'd like to see one person who can do consistent, nonstop "natural" bhop that goes at least 150% faster then normal jumping and can consistently jump w/o sticking to the floor for at least a 30 seconds.
the _special command is an exception of course, because it allows you to create looping scripts, which makes timing bhop jumps unneccessary, as you can just hold down a button to jump. This also applies to _special pistol scripts. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed, put the wait comamnd back in, but keep the _special out!
Flay in general hates scripting that gives you too much of an unfair advantage to my knowledge, or all scipting. In v1.04 he had anti-scripting code in there (and its still in there, well most of it). One part was if you leaped a split second before egging you'd auto-suicide. that has since been removed however the code that would not let you use more than one wait in a row was left in and is still present in 2.01. Flay himself likes bunnyhopping as its a crucial part of balance at this time. In v2.01 flay locked the variable sv_airmove to 1. What this does is it allows you to strafe mid-air or not. If set to 0 you have to start strafing before you leave the ground. This basically disabled the speed increase for bhing. As Flay likes bhopping he thought it fit that server ops not be able to change that cvar. He basically feels that if you are going to bunnyhop do it the right way, the all manual way.
Flay in general hates scripting that gives you too much of an unfair advantage to my knowledge, or all scipting. In v1.04 he had anti-scripting code in there (and its still in there, well most of it). One part was if you leaped a split second before egging you'd auto-suicide. that has since been removed however the code that would not let you use more than one wait in a row was left in and is still present in 2.01. Flay himself likes bunnyhopping as its a crucial part of balance at this time. In v2.01 flay locked the variable sv_airmove to 1. What this does is it allows you to strafe mid-air or not. If set to 0 you have to start strafing before you leave the ground. This basically disabled the speed increase for bhing. As Flay likes bhopping he thought it fit that server ops not be able to change that cvar. He basically feels that if you are going to bunnyhop do it the right way, the all manual way. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
THe problem is that the stickyness to the ground (the wallwalking?) makes it really hard to bhop as a skulk w/o a script, but it's really easy as for example a gorge to bunnyhop.
Bunnyhopping is useless almost now too, actually, since you're not invincible under your feet anymore. I'm pretty sure that's the sole reason people did it before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I CANT WAIT!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually there is mod's for NS that make the Armory to a healing station <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Bunnyhopping is useless almost now too, actually, since you're not invincible under your feet anymore. I'm pretty sure that's the sole reason people did it before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, i stick sometimes, but that might just be bad timing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Well, i will probably still bunnyhop, because, the reason ppl are bunnyhopping is that they get a speedboost, and they are also harder to hit..
I still think the wait command should be left in the game :/
Yeah - I have my mousewhell set up so that it selects next/previous weapon without that annoying confirmation box coming up. It's so frustrating trying to draw the pistol, and the first shot is used to confirm the damn selection. Grrr. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hud_fastswitch 1
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
And you argue that bhopping is a skill when you use a script? That's much like using some sort of aimbot that helps you keep your aim on target once the crosshair touches it. Either use it in the skilled way, or don't call it skill.