In my previous post, I forgot to mention that there is no "landing sound" played when a skulk hits the ground. One of the things I used (and still use) is a script that play a WAV file that plays a timed "beep" when the model hits the ground (similar to the concusion grenade jump WAV in TFC). A landing sound would greatly help people learn the timing invovled.
Most everything that is wrongly (keyword) consider skill in NS can be scripted to reduce or completely remove human error. Fade blinks can be scripted to always consume the exact minimal amount of stamina every time. My jump "metronome" tells me exactly when to press jump and a jump script catches errors in that timing. Pistol scripts let you shoot faster than you normally can without the jiggling caused by spamming the hell out of a mouse button.
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In my previous post, I forgot to mention that there is no "landing sound" played when a skulk hits the ground. One of the things I used (and still use) is a script that play a WAV file that plays a timed "beep" when the model hits the ground (similar to the concusion grenade jump WAV in TFC). A landing sound would greatly help people learn the timing invovled.
Most everything that is wrongly (keyword) consider skill in NS can be scripted to reduce or completely remove human error. Fade blinks can be scripted to always consume the exact minimal amount of stamina every time. My jump "metronome" tells me exactly when to press jump and a jump script catches errors in that timing. Pistol scripts let you shoot faster than you normally can without the jiggling caused by spamming the hell out of a mouse button.