Mp_blockscript Blocking To Many Things

LancelotLancelot Join Date: 2002-11-23 Member: 9695Members
I use binds to join teams, for impulse commands combined with a text message and simple stuff like that. And all that (not belonging to the "script-instead-of-skill" thing) gets blocked.
I understand the notion behind blocking pistol scripts and a triple jump script, I see no reason not to be able to use some simple binds, aliases and scripts to join a team, combine things with a text message and stuff like that.

I am very dissapointed. Some scripts just make life easier, without replacing ANY skill.

(Other things relating to beta 5, but not to this thread: graphics choppy, LMG sound ridiculous)

mfg

Lance
«1

Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    While I sympathize with you, I personally feel it's better to remove the horrible scripts and have a few 'nice' scripts not work, then have them all work.

    Having the pistol as the highest rof weapon in the game is stupid.
  • JimladJimlad Join Date: 2003-07-02 Member: 17867Members
    Well, why not just limit the pistol rof further, and also limit the rate at which you can jump? Wouldn't that be a helluva lot better?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Not all scripts are blocked...

    Probably should be though.



    I love the new LMG sound.
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-Lancelot+Sep 4 2004, 08:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lancelot @ Sep 4 2004, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I use binds to join teams, for impulse commands combined with a text message and simple stuff like that. And all that (not belonging to the "script-instead-of-skill" thing) gets blocked.
    I understand the notion behind blocking pistol scripts and a triple jump script, I see no reason not to be able to use some simple binds, aliases and scripts to join a team, combine things with a text message and stuff like that.

    I am very dissapointed. Some scripts just make life easier, without replacing ANY skill.

    (Other things relating to beta 5, but not to this thread: graphics choppy, LMG sound ridiculous)

    mfg

    Lance <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Those will work as long as they are alias'ed.


    alias sayhax "say hax;impulse x"
  • LancelotLancelot Join Date: 2002-11-23 Member: 9695Members
    Then I will redo some of them...and try it again.

    Still, I am not against scripting in general mp_blockscript 0 ftw.

    mfg

    Lance
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited September 2004
    Look out guys he's not breaking his mouse to fire up to speed, yet still has control over his pistol fire WTH omg lol lorf


    and look at him he has no skill squgglejumping like that


    EDIT:

    Oh and btw Silverfox the pistol fires just as fast without a script, or with a script.

    And I challenge you to name one abusive script.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    Only kewl kids can script.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2004
    long live script blocking.
    use simple aliases.

    I see a new kind of hardware coming, a mouse with 4 different mousewheels, if only the producer would know what the customer wants.
  • GorfobGorfob Join Date: 2004-02-25 Member: 26888Members
    <!--QuoteBegin-voogru+Sep 4 2004, 07:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Sep 4 2004, 07:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Those will work as long as they are alias'ed.


    alias sayhax "say hax;impulse x" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nein, if you:

    alias sayhax "say hax;+attack"
    bind u sayhax

    You get a scripting whinge. Why?
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin-Ollj+Sep 4 2004, 02:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 4 2004, 02:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> long live script blocking.
    use simple aliases.

    I see a new kind of hardware coming, a mouse with 4 different mousewheels, if only the producer would know what the customer wants. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ahahaha. "...as featured on robot wars" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • cortexcortex Join Date: 2003-11-28 Member: 23707Members
    i saw one a few years back with 2 mwheels... it was pretty sweet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-Gorfob+Sep 4 2004, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gorfob @ Sep 4 2004, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-voogru+Sep 4 2004, 07:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Sep 4 2004, 07:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Those will work as long as they are alias'ed.


    alias sayhax "say hax;impulse x" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nein, if you:

    alias sayhax "say hax;+attack"
    bind u sayhax

    You get a scripting whinge. Why? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Because you have a repeating command in there (+attack).
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    erm, would it not have been far simpler to disable to repeating commands (+attack, +right etc) with blockscripts on, as opposed to blocking multiple commands w/out aliases (bind u "impulse 3; impulse 4") seeing as you can still fricking use those anyway.

    Why make it harder to utilise "nice" scripts when it was probably easier to simply remove the "nasty" scripts?

    I mean if you can still use multiple command binds, and are telling people how to do it, than what exactly was the point in removing the semicolon? You can get the same effect using a few more aliases.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Instead of removing scripting options, they should have made the most common scripts part of the key binding screen. Just build em right into the game.

    Frustrating your players by making them mash keys is no way to grow a player base.
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-SpaceJesus+Sep 4 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SpaceJesus @ Sep 4 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, would it not have been far simpler to disable to repeating commands (+attack, +right etc) with blockscripts on, as opposed to blocking multiple commands w/out aliases (bind u "impulse 3; impulse 4") seeing as you can still fricking use those anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, cause then no one could do anything.
  • Jas0Jas0 Join Date: 2003-12-06 Member: 24054Members
    I personally think blocking scripts is a good thing, because its shown people how they cannot play without the advantages, they have over a noobie.

    The simplest thing : LEARN HOW TO PLAY NORMALLY!
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Jas0+Sep 6 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jas0 @ Sep 6 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I personally think blocking scripts is a good thing, because its shown people how they cannot play without the advantages, they have over a noobie.

    The simplest thing : LEARN HOW TO PLAY NORMALLY! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No it doesn't. It makes the game harder to play for the casual player and much easier for the more skilled player to "pwn!!111" them.

    Again, button mashing is NOT a skill that should be required for NS. (And before you ask, yes, *I* can leapbite/bunnyhop without scripting.) Fade without blink/swipe completely sucks. Skulk without leap/bite dies incredibly easily. The game REQUIRES these but there's no reason to make them so difficult to learn.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    Hi,

    I am not a good scripter; but I managed to make scripts work just fine for me. Unfortunatly version 5 block them on most of the servers.

    I would like to know if it is still possible to make different scripts for aliens and for rines. It bothers me that I cannot use the same keys for the different lifeforms (mainly rines as opposed to aliens). In my humble opinion they should have implemented this by now so I wouldn't have to script at all. So is this possible?

    Moreover is it possible to add a text to an impulse? For instance the impulse 'commander I'm standing by' with the text commander I'm standing by; or impulse 'I'm covering you' with the text I'm covering you.

    I just want to know if there is a way to implement this. Thanks for the help.

    Greetz,
    XtOf
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Natural Selection is effectively devolving. Darwin would be proud.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    edited September 2004
    <!--QuoteBegin-voogru+Sep 6 2004, 01:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Sep 6 2004, 01:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SpaceJesus+Sep 4 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SpaceJesus @ Sep 4 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, would it not have been far simpler to disable to repeating commands (+attack, +right etc) with blockscripts on, as opposed to blocking multiple commands w/out aliases (bind u "impulse 3; impulse 4") seeing as you can still fricking use those anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, cause then no one could do anything. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You're missing my point.

    Repeating commands are blocked in any and all scripts as of the b5 update (right?) so why did you also block the ability to do multiple command binds by disabling the ";" command in key binds, yet leave it unblocked in aliases?

    eg:
    bind F1 "jointeamone; exec marine.cfg"
    is now blocked

    yet example 2 is not:

    eg:
    alias "marine" "jointeamone; exec marine.cfg"
    bind "F1" "marine"


    What was the point of doing that when such a simple workaround is available? I do not believe you did not realise this workaround could be done, so why was it left in?

    Sure you can do it using aliases, but why force people to do that unless the Dev's are actively attempting to discourage scripting?



    This effectively disabled most current scripts - for as far as the community is aware, no reason.

    Sure, the "malicious" pistol/leapbite/blinkswipe scripts may have been disabled (which was probably the intention) but how many other countless "nice" scripts have also been blocked by disabling the ";" command?


    It just seems like a really stupid thing to do seeing as there is such a capable workaround available.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Yeah, I'd think most ambitious mods would keep scripting in it if it wanted to go forward and appeal to many others...
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    edited September 2004
    <!--QuoteBegin-SpaceJesus+Sep 6 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SpaceJesus @ Sep 6 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Repeating commands are blocked in any and all scripts as of the b5 update (right?) so why did you also block the ability to do multiple command binds by disabling the ";" command in key binds, yet leave it unblocked in aliases?

    eg:
    bind F1 "jointeamone; exec marine.cfg"
    is now blocked

    yet example 2 is not:

    eg:
    alias "marine" "jointeamone; exec marine.cfg"
    bind "F1" "marine"


    What was the point of doing that when such a simple workaround is available? I do not believe you did not realise this workaround could be done, so why was it left in?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The point is no one can use a +repeating_command with any other command.
    +repeating_command can only be defined alone in a "bind".
  • briktalbriktal Join Date: 2003-08-20 Member: 20021Members, Constellation
    Ok, so you have to alias multiple commands. And the problem is...?
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    Hi,

    I am not a good scripter; but I managed to make scripts work just fine for me. Unfortunatly version 5 block them on most of the servers.

    I would like to know if it is still possible to make different scripts for aliens and for rines. It bothers me that I cannot use the same keys for the different lifeforms (mainly rines as opposed to aliens). In my humble opinion they should have implemented this by now so I wouldn't have to script at all. So is this possible?

    Moreover is it possible to add a text to an impulse? For instance the impulse 'commander I'm standing by' with the text commander I'm standing by; or impulse 'I'm covering you' with the text I'm covering you.

    I just want to know if there is a way to implement this. Thanks for the help.

    Greetz,
    XtOf
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited September 2004
    <!--QuoteBegin-Xtof+Sep 7 2004, 02:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Sep 7 2004, 02:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would like to know if it is still possible to make different scripts for aliens and for rines. It bothers me that I cannot use the same keys for the different lifeforms (mainly rines as opposed to aliens). In my humble opinion they should have implemented this by now so I wouldn't have to script at all. So is this possible? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Xtof - please don't repeat the same post. If the first one seems to be ignored, it means that the readers either chose to ignore you, or can't help you. Either way, re-reading the same message won't make a difference.

    Yes, you can. Go to your NS directory (/program files/steam/steamapps/half-life/ns by default, I think). Look for a file called "config.cfg". If you look inside, you'll find all your bindings, and some other settings, too. If asked what to open it with, tell it to use Notepad.

    Copy this file. Rename it to "alien.cfg". Open it, and insert this line:

    <!--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 t "say yes, my alien config is loaded"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Make sure this line isn't in your config.cfg, or that you use a different key if t is already taken.

    Start up steam, go into NS. Create a server, with cheats enabled. Join aliens.

    Type this in console:

    <!--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-->exec alien.cfg<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Press t. It should make you say "yes, my alien config is loaded".

    You can have any number of .cfgs, and <b>exec</b>ute them at will. For example, you can have one for marines (probably your default config.cfg for that), one for skulks (skulk.cfg), one for fades (fade.cfg), and one for gorges (gorge.cfg). To use them without calling down the console each time, just bind a key to exec whatever.cfg.

    <!--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-->Moreover is it possible to add a text to an impulse? For instance the impulse 'commander I'm standing by' with the text commander I'm standing by; or impulse 'I'm covering you' with the text I'm covering you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You can get a list of impulses <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72864&hl=impulse+list' target='_blank'>here</a>; it's a shame it's not complete, but you can't win 'em all. Impulse 1<i> seems</i> to be a "next weapon" command that doesn't suffer from slowswitch, for example.

    This is how you would bind shouting "Follow me!" and saying "Follow me!" in text:
    <!--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 t "impulse 7;say_team Follow me!"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    <!--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-->I just want to know if there is a way to implement this. Thanks for the help.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No problem. There really should be a script editor for this or ingame menu support...until then, scripters will be barraged by ignorance.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    edited September 2004
    <!--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-->bind t "impulse 7;say_team Follow me!"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Don't work with mp_blockscript because you can execute only 1 command by bind
    If you want this, you must do this via an alias:

    <!--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 followme "impulse 7;say_team Follow me!"
    bind t "followme"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I stand corrected.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Making an alias as a workaround screams fundamental design problem to me.

    Also keep in mind that the dev's intent is for players to use the console as little as possible, so having people type exec is not an option. Binding a million individual actions to keys is also a poor solution, as you soon hit the threshold where you can't remember what the keys actually do anymore.

    Can we at least get a whitelist for certain commands? At least most impulses, say commands, echo, bind, changing client variables like sensitivity, etc. Or, since that list is huge, how about just a blacklist (which is what we've been doing all along) with a setting for minimal and harsh command blocking?
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    Hi Snidely,

    Tx for the reply and sorry for the double post.

    They implemented blockscript in the new version (as an option I know, but most of the servers run them) so this will not work, as the ability to bind multiple commands has been blocked and so we cannot use -> ; <- anymore in this context.
    <!--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-->This is how you would bind shouting "Follow me!" and saying "Follow me!" in text:

    CODE
    bind t "impulse 7;say_team Follow me!" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    As I have read the alliases can solve this problem by working a way around it:
    <!--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 "follow me" "impulse 7; say_team please follow me I know the best way"
    bind "q" "follow me"
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    I have tried this but it didn't seem to work for me. Can anyone confirm me if this should work?

    Moreover, I prefer to use a commandmenu to execute the configs.
    <!--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-->
    //------------ MARINE COMMS ------------------
    TEAM1  "1" "Rines"
    {
     "1" "Rines Regular NS"  "exec marine.cfg; say_team I'm loading the rinescript to be at your service... "
    }  

    TEAM1  "2" "Commander" "exec comm.cfg; say_team I'm loading the commandscript to be your commander... "
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    <!--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-->//------------ ALIEN COMMS ------------------


    TEAM2  "1" "alien lifeform"
    {  
     "1"  "Skulk"   "exec skulk.cfg; impulse 113; say_team >>>  protect my egg, I'm going skulk  <<<"
     "2"  "Gorge"   "exec gorge.cfg; impulse 114; say_team >>>  protect my egg, I'm gorging  <<<"
     "3"  "Lerk"   "exec lerk.cfg; impulse 115; say_team  >>>  protect my egg,I'm going lerk  <<<"
     "4"  "Fade"   "exec fade.cfg; impulse 116; say_team >>>  protect my egg, I'm going fade  <<<"
     "5"  "Ono"   "exec ono.cfg; impulse 117; say_team >>>  protect my egg, I'm going ono  <<<"
    }<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    As I am not a good scripter (I lerk around and try to get what is best) and as I don't want to try a thousand times in NS wether it works or not I wonder if I have to put alliases in the commandmenu to make it work (so: does the rule for .cfg also has to be applied for the commandmenu?) ?

    Any help is highly appreciated.

    Greetz,
    XtOf
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