<!--QuoteBegin-e.Nadagast+Mar 24 2004, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 24 2004, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uh... the clientside lastinv script isn't client side. I've tested it with slotx, and weapon_x and they both are server side... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, I think you're right, but the slotx commands work a lot faster than lastinv ( for me at least ).
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
edited March 2004
there is a command that controls how much time it takes to switch with fastswitch, and when it's set to 0 that would [in theory] remove switch time [well at least when you press the button the switch is instantaneous]
Is this theory correct?
[edit] also is it possible to bind a key to drop two ammo packs when your comm instead of one? [/edit]
<!--QuoteBegin-e.Nadagast+Mar 25 2004, 02:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 25 2004, 02:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uh... the clientside lastinv script isn't client side. I've tested it with slotx, and weapon_x and they both are server side... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It is client side. slotX is a clientside command which is sent to the server. Lastinv goes to the server finds out what your last weapon was, then changes to that weapon. The clientside version just changes to that weapon.
I will be blunt here, only two scripts that are really worth anything is the bhop script and the pistol script. The rest are unnesecarry and will probably degrade your level of performance (leap/bite script, etc.) Dont get to script happy, it wont help you much for the most part it takes away from your reaction time, accuracy, etc...
<!--QuoteBegin-That Annoying Kid+Mar 25 2004, 11:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Mar 25 2004, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also is it possible to bind a key to drop two ammo packs when your comm instead of one? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, and The Creator (Flayra) designed it that way.
<!--QuoteBegin-Caboose+Mar 22 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Mar 22 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->alias +release "+attack; -attack" alias +leapswitch "weapon_leap" alias -leapswitch "+release; lastinv" bind MOUSE2 +leapswitch<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't wanna bash you but that won't work : a +command must be ended by a -command, in that case, the script would work once.
alias release "+attack;wait;-attack" alias +leapswitch "weapon_leap" alias -leapswitch "release, lastinv"
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin-BlueNovember+Mar 25 2004, 08:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Mar 25 2004, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One more thing, is there a practical difference between these two?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> There is none.
<!--QuoteBegin-BlueNovember+Mar 25 2004, 01:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Mar 25 2004, 01:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> TY. Finally, what's Romano's client-side lastinv all about? I tried and failed to interpret it, dispite HL script almost being psuedocode. <!--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><div class='postcolor'> <!--QuoteEEnd--> It emulates what the lastinv command does, but does it quicker.
nadagast should post his leet bhop script <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->nadagast should post his leet bhop script<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since he's a vet and probably is in tournaments and stuff, that would probably either be a mousewheel bind for +jump, something like the triple jump script I posted earlier or nothing at all(the l33t way to do it).
Since the _special-exploit(thankfully) is gone(it allowed executing a small loop of commands as fast as possible while a button was held), that would probably be something like a lot of +attack;wait;-attack;wait;+attack....
It won't help you much though since you will allways empty your entire clip and can't change your mind. Attack and movement scripting will allmost allways reduce your flexibillity rather than help. It really isn't hard to max out the ROF of the pistol by hand, it only gets slightly more jerky but you can stop and wait for the alien to pop it's head back out in the doorway before wasteing the rest of the clip should you want to.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"You may want to blink more than once before you make your swipe" possibly?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, sorry about the "wan't"(if that was it) I allways spell want wrong if I'm not consiously thinking about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Such a script really doesn't help you much when you've gotten used to your config. It allows no flexibillity at all. You can't decide to blink, have a stroke of metabolize in mid-air, blink again, select swipe, regret it and select blink again, blink and then swipe, blink, blink etc. Scripting complex enough to let you do that is simply too many buttons and you may as well do it manually.
For the pistol scripts request use: <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind mwheelup +attack bind mwheeldown +attack<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> If you'd like you can perfect this code by adding appropriate -attack's but it is not necessary. I find this better than auto shooting because it still gives you control over how many shots you fire (unlike +attack;wait;-attack...etc). The only downside is firing with accuracy usig your mousewheel takes a lot of practice, practice better spent on learning how to fire it normally :S
For the auto switch after magazine empty script: There is no such thing. There is no command that will know when you run out of ammo. Why? Simply because commands are autonomonous and are executed without bias. There is no way to test conditions/use logical selection (i.e. if,then,elseif) with commands, so there is no way to test if you have run out of ammo, this would need to be part of the core code (i.e if(hud_ammo <= 0)....). The only other possible simulation of this would be to time exactly how long it takes for you to empty a clip, and then use "wait" commands accordingly to time the switch, but the drawback is obvious to this, you may not always empty your clip all at once... Ultimately, it's up to the scripter to decide which scripts suit him best and personalize scripts for certain sequences. Happy Scripting!
Comments
Yeah, I think you're right, but the slotx commands work a lot faster than lastinv ( for me at least ).
Is this theory correct?
[edit]
also is it possible to bind a key to drop two ammo packs when your comm instead of one?
[/edit]
It is client side. slotX is a clientside command which is sent to the server. Lastinv goes to the server finds out what your last weapon was, then changes to that weapon. The clientside version just changes to that weapon.
No, and The Creator (Flayra) designed it that way.
alias +leapswitch "weapon_leap"
alias -leapswitch "+release; lastinv"
bind MOUSE2 +leapswitch<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't wanna bash you but that won't work : a +command must be ended by a -command, in that case, the script would work once.
alias release "+attack;wait;-attack"
alias +leapswitch "weapon_leap"
alias -leapswitch "release, lastinv"
WOULD work, however.
There is none.
It emulates what the lastinv command does, but does it quicker.
Since he's a vet and probably is in tournaments and stuff, that would probably either be a mousewheel bind for +jump, something like the triple jump script I posted earlier or nothing at all(the l33t way to do it).
Since the _special-exploit(thankfully) is gone(it allowed executing a small loop of commands as fast as possible while a button was held), that would probably be something like a lot of +attack;wait;-attack;wait;+attack....
It won't help you much though since you will allways empty your entire clip and can't change your mind. Attack and movement scripting will allmost allways reduce your flexibillity rather than help. It really isn't hard to max out the ROF of the pistol by hand, it only gets slightly more jerky but you can stop and wait for the alien to pop it's head back out in the doorway before wasteing the rest of the clip should you want to.
Yes, sorry about the "wan't"(if that was it) I allways spell want wrong if I'm not consiously thinking about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Such a script really doesn't help you much when you've gotten used to your config. It allows no flexibillity at all. You can't decide to blink, have a stroke of metabolize in mid-air, blink again, select swipe, regret it and select blink again, blink and then swipe, blink, blink etc. Scripting complex enough to let you do that is simply too many buttons and you may as well do it manually.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind mwheelup +attack
bind mwheeldown +attack<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
If you'd like you can perfect this code by adding appropriate -attack's but it is not necessary. I find this better than auto shooting because it still gives you control over how many shots you fire (unlike +attack;wait;-attack...etc). The only downside is firing with accuracy usig your mousewheel takes a lot of practice, practice better spent on learning how to fire it normally :S
For the auto switch after magazine empty script:
There is no such thing. There is no command that will know when you run out of ammo. Why? Simply because commands are autonomonous and are executed without bias. There is no way to test conditions/use logical selection (i.e. if,then,elseif) with commands, so there is no way to test if you have run out of ammo, this would need to be part of the core code (i.e if(hud_ammo <= 0)....). The only other possible simulation of this would be to time exactly how long it takes for you to empty a clip, and then use "wait" commands accordingly to time the switch, but the drawback is obvious to this, you may not always empty your clip all at once...
Ultimately, it's up to the scripter to decide which scripts suit him best and personalize scripts for certain sequences. Happy Scripting!