About All This Scripting Stuff... I Use 1 Script
RooK
Join Date: 2003-10-15 Member: 21694Members, Constellation
Most of you might know me as xE. Serge or E-Fonzarelli (anywho)
First off, without wanting to inspire any sort of flame war, I think you people who use scripts for bhop deserve to be shot. I mean COME ON... HOW HARD is it to bhop without a freaking script?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? I've been doing it since... gawd... november of 2002? (I started playing this game a month after it came out)
Anyways... One thing about halflife that has ALWAYS ticked me off is the fact that "invprev" and "invnext" require you to press attack for the weapon to become active. For me, thats a major freaking hassle as I have my weapons bound to my mwheel. So, to combat this situation, i use the following script....
<!--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 "MWHEELDOWN" "invnext;wait;+attack;wait;-attack"
bind "MWHEELUP" "invprev;wait;+attack;wait;-attack"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
rough stuff there....
Also, a script that I have used in the past, and found useful, is not really a leap bite script, its just a leap script/blink script depending on the slot in question. All I *DID* was hold down my mouse2, and in the case of the skulk, it would leap - sometimes it wouldn't but it would work most of the time - and then switch back to attack, and then I would attack like normal....
Perhaps a simple impulse command for leap would be nice?
For the fade and for marines, while I held down mouse2, I would be able to blink around, or fire my pistol with the mouse1 button, and when I let go it would switch weapons back to primary attack... This one isn't so bad.... I could really care less, but here it is if you care
<!--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-->alias blink "slot2;wait;+attack;wait;-attack"
alias swipe "slot1;wait;+attack;wait;-attack"
alias +blink blink
alias -blink swipe
bind mouse2 +blink<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So basically.... a question for the DEVS... how about an impulse for the things we use like leap, blink, stomp, para and such...
and WAY MORE IMPORTANTLY, is there ANY possibility of fixing that bloody invnext and invprev issue that I REALLY hate??
sorry to make that so long...
As far as the rest of the changes.. WOW!!! EXCELLENT JOB. Everything rocks, and as from my post count goes you probably notice I don't visit here... ever... so I was quite ... ****... when i've seen some of these pictures of people playing with this... ... uh... it deals with the r_consistancy thing with the textures where the marine looked like a big blue box. I've already noticed some of the more godly players a little more humbled <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
First off, without wanting to inspire any sort of flame war, I think you people who use scripts for bhop deserve to be shot. I mean COME ON... HOW HARD is it to bhop without a freaking script?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? I've been doing it since... gawd... november of 2002? (I started playing this game a month after it came out)
Anyways... One thing about halflife that has ALWAYS ticked me off is the fact that "invprev" and "invnext" require you to press attack for the weapon to become active. For me, thats a major freaking hassle as I have my weapons bound to my mwheel. So, to combat this situation, i use the following script....
<!--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 "MWHEELDOWN" "invnext;wait;+attack;wait;-attack"
bind "MWHEELUP" "invprev;wait;+attack;wait;-attack"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
rough stuff there....
Also, a script that I have used in the past, and found useful, is not really a leap bite script, its just a leap script/blink script depending on the slot in question. All I *DID* was hold down my mouse2, and in the case of the skulk, it would leap - sometimes it wouldn't but it would work most of the time - and then switch back to attack, and then I would attack like normal....
Perhaps a simple impulse command for leap would be nice?
For the fade and for marines, while I held down mouse2, I would be able to blink around, or fire my pistol with the mouse1 button, and when I let go it would switch weapons back to primary attack... This one isn't so bad.... I could really care less, but here it is if you care
<!--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-->alias blink "slot2;wait;+attack;wait;-attack"
alias swipe "slot1;wait;+attack;wait;-attack"
alias +blink blink
alias -blink swipe
bind mouse2 +blink<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So basically.... a question for the DEVS... how about an impulse for the things we use like leap, blink, stomp, para and such...
and WAY MORE IMPORTANTLY, is there ANY possibility of fixing that bloody invnext and invprev issue that I REALLY hate??
sorry to make that so long...
As far as the rest of the changes.. WOW!!! EXCELLENT JOB. Everything rocks, and as from my post count goes you probably notice I don't visit here... ever... so I was quite ... ****... when i've seen some of these pictures of people playing with this... ... uh... it deals with the r_consistancy thing with the textures where the marine looked like a big blue box. I've already noticed some of the more godly players a little more humbled <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
well some of those are in, blocked because they were used as exploits.
The fix for your invnext and invprev is hud_fastswitch1, I beleive.
It doesn't work with the mousewheel (which I don't use personally, but I used to).
I mean, hell, if bite and LMG and HMG weren't getting any changes in between versions...then why is it so much harder to kill now? And why am I having TONS more incidences where I am making the blood spew forth from a marine, and without him being packed at all(he even said so) bit him 5 times, unable to go down, at only armor one.
Or how as a alien, how I can pump 17 shots into a skulk, and have them not die from it, despite their green crap being shown on every shot that hit(I had a few demos of this, counted).
It seems the netcode has gotten odd. As if it just plain isn't doing its job at the moment. I'm not sure if thats a bad or good thing, but I pray to God that it'll be fixed soon, cause frankly its getting me **** off, a lot, when it happens consistently, the way it is.
<!--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 "MWHEELDOWN" "invnext;wait;+attack;wait;-attack"
bind "MWHEELUP" "invprev;wait;+attack;wait;-attack"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yep, me too, I used the same script. I originally used it back in 1.04 because you could not change weapons during reloading, which made me die quite a bit, but that's fixed now. However, the annoying bug where hud_fastswitch does not work on invnext and inprev when bound to the mousewheel, has not <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->.
The best alternative I've found so far is romano's mousewheel quick switch script(http://s89071063.onlinehome.us/tips.php?type=6), unfortunatly it doesn't work 100% of the time, so is not really all that much better over lastinv/prev with the fastswitch bug.
If anyone knows a way that works with blockscripts on, I would be eternally grateful <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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-->I mean COME ON... HOW HARD is it to bhop without a freaking script?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's like a big neon sign over his head that says "I THINK BHOPPING MEANS JUMPING UP AND DOWN VERY FAST USING SPACEBAR."
:/ Sorry Rook, right to discussion revoked, argument disqualified, DYHW next time.
Also, why would you ask if someone knows how to make scripts that work on blockscript servers? What kind of person who writes scripts seriously actually CARE about your blockscript servers? Just play on a non-blockscript server so that they can die a peaceful, natural death like they should.
<!--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 mean COME ON... HOW HARD is it to bhop without a freaking script?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's like a big neon sign over his head that says "I THINK BHOPPING MEANS JUMPING UP AND DOWN VERY FAST USING SPACEBAR."
:/ Sorry Rook, right to discussion revoked, argument disqualified, DYHW next time.
Also, why would you ask if someone knows how to make scripts that work on blockscript servers? What kind of person who writes scripts seriously actually CARE about your blockscript servers? Just play on a non-blockscript server so that they can die a peaceful, natural death like they should. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I bunnyhop with ctrl bound as my jump key. The timing between jumps is an easily recognizable pattern, and as it is a pattern you don't really need to use your reaction speed, you just need to train your intincts to time your jumps with the pattern, and doing this it is quite easy to hit jump quite accurately within one hundredh of a second intrivals; Infact I would be willing to bet that on a good day I jump more accurately for my bunnyhopping than the mousewheelers, as it takes a fraction of a second for each click of the wheel to register.
After you have the timed jumping down (which if you have been playing for a shory while you probably should for strafe jumping anyways) the bunnyhop movement isn't very hard to master (unless your control setup is absolutly bizzare, but I'm doing it just fine with arrow keys, and you can't get to much wierder than that).
So in summary, don't make a statment on how easy or hard something is unless you have acctually done it yourself. I bunnyhop pretty much at the hard coded limit in the game as a gorge, so I can tell you with positive assuredness that it IS INDEED not that hard to learn to bunnyhop without either the mousewheel or a 3jump bind.
That being said, it is acctually REALLY easy to bunnyhop using the mousewheel, most people can get a good sence of what to do in less than an hour, and have it reletively mastered in less than 2 weeks of integrating it into thier play. Please in the future think about what your saying when you flame someone.
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least.
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I get that fast with a gorge, but skulks have too much air control and flail around sticking to walls and what not all the time. I could just find a nice little script that keeps my duck key a toggle to fix up my skulking problems, but that would go against my strict personal no scripting policy that I adhere to... Which is really strange anyways, because I have absoluty nothing against scripters, I just like owning them without scripts because it makes me feel hot <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I get that fast with a gorge, but skulks have too much air control and flail around sticking to walls and what not all the time. I could just find a nice little script that keeps my duck key a toggle to fix up my skulking problems, but that would go against my strict personal no scripting policy that I adhere to... Which is really strange anyways, because I have absoluty nothing against scripters, I just like owning them without scripts because it makes me feel hot <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The biggest challenge about bunny-hopping as a skulk is to hold down one extra key with a spare finger. I see.
read: im better then you and it gives me the right to **** about at other people over the net. check out my e-****.
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I get that fast with a gorge, but skulks have too much air control and flail around sticking to walls and what not all the time. I could just find a nice little script that keeps my duck key a toggle to fix up my skulking problems, but that would go against my strict personal no scripting policy that I adhere to... Which is really strange anyways, because I have absoluty nothing against scripters, I just like owning them without scripts because it makes me feel hot <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The biggest challenge about bunny-hopping as a skulk is to hold down one extra key with a spare finger. I see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I know, I know, the thing is I'm using the arrow keys, and I have my pinky jumping my ring finger hitting left and my index finger hitting right. The up arrow moves forward, and the end key is to far to reach without screwing up access to the ctrl ket (jump). My duck key is keypad ins, but it is way to awkward to hit anything on the keypad with any finger besides the index finger while the ctrl key is being constantly stroked, thus screwing over my ability to strafe right (which is obviously needed for Bhopping). If I ever get a five key mouse (which I will if I ever get a chance to play compeditively) I will just assign one of the thumb buttons to duck any my problem will be solved, but for the moment I am doomed to strafejump and wallstrafe with the skulk till the end of time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I get that fast with a gorge, but skulks have too much air control and flail around sticking to walls and what not all the time. I could just find a nice little script that keeps my duck key a toggle to fix up my skulking problems, but that would go against my strict personal no scripting policy that I adhere to... Which is really strange anyways, because I have absoluty nothing against scripters, I just like owning them without scripts because it makes me feel hot <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The biggest challenge about bunny-hopping as a skulk is to hold down one extra key with a spare finger. I see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I know, I know, the thing is I'm using the arrow keys, and I have my pinky jumping my ring finger hitting left and my index finger hitting right. The up arrow moves forward, and the end key is to far to reach without screwing up access to the ctrl ket (jump). My duck key is keypad ins, but it is way to awkward to hit anything on the keypad with any finger besides the index finger while the ctrl key is being constantly stroked, thus screwing over my ability to strafe right (which is obviously needed for Bhopping). If I ever get a five key mouse (which I will if I ever get a chance to play compeditively) I will just assign one of the thumb buttons to duck any my problem will be solved, but for the moment I am doomed to strafejump and wallstrafe with the skulk till the end of time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or you could simply create a new configuration which gives you access to more keys.
Middle finger: w = forward, s = backward
Ring finger: a = strafe left
Index finger: d = strafe right
"Small"* finger: shift = duck
Thumb: space = jump
*sorry dont know right expression in english <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Good bunny hopping gives a large boost of speed if timed corectly, fast like a celerity skulk at least. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I get that fast with a gorge, but skulks have too much air control and flail around sticking to walls and what not all the time. I could just find a nice little script that keeps my duck key a toggle to fix up my skulking problems, but that would go against my strict personal no scripting policy that I adhere to... Which is really strange anyways, because I have absoluty nothing against scripters, I just like owning them without scripts because it makes me feel hot <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The biggest challenge about bunny-hopping as a skulk is to hold down one extra key with a spare finger. I see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I know, I know, the thing is I'm using the arrow keys, and I have my pinky jumping my ring finger hitting left and my index finger hitting right. The up arrow moves forward, and the end key is to far to reach without screwing up access to the ctrl ket (jump). My duck key is keypad ins, but it is way to awkward to hit anything on the keypad with any finger besides the index finger while the ctrl key is being constantly stroked, thus screwing over my ability to strafe right (which is obviously needed for Bhopping). If I ever get a five key mouse (which I will if I ever get a chance to play compeditively) I will just assign one of the thumb buttons to duck any my problem will be solved, but for the moment I am doomed to strafejump and wallstrafe with the skulk till the end of time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Or you could simply create a new configuration which gives you access to more keys. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or we could keep it customizable, because its hurting noone. Duh.
All the useful or the exploitive scripts can be replicated by out of game methods fairly easily anyway. It would make alot more sense to allow scripting, but block functionality that allows for things like RoF increases with fastswitching, or max-speed strafewalking.
bind "MWHEELUP" "invprev;wait;+attack;wait;-attack"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can replace "invnext;wait;+attack;wait;-attack" with "impulse 1"
For "invprev;wait;+attack;wait;-attack", there nothing i know...
<!--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 "MWHEELDOWN" "impulse 1"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->