<!--quoteo(post=1905058:date=Feb 20 2012, 07:45 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Feb 20 2012, 07:45 AM) <a href="index.php?act=findpost&pid=1905058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like when people use medical trivia they saw on Jeopardy to argue about video games. The human eye can't see above 30 fps, right guys?<!--QuoteEnd--></div><!--QuoteEEnd--> It's not 'medical trivia from Jeopardy'. Your fastest nerves work at around 100 meters / second. This is medical fact. Measure forearms to brain. Compute. Derp.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Clicked through to this thread from a sig, sorry if it was already dead.<!--sizec--></span><!--/sizec-->
I would try to differentiate between the bugs and the things that happen when you exploit a mechanic. There are still quite a few valid points made in these posts, which can occur for everyone. The <5ms ones though:
I agree that using hardware as unintended (shooting with scrollwheel...) is not really very fair, most mouses don't have that resolution, and tbh, if you have to depend on your hardware to gain an advantage over other players, that's as sad as just using cheats, it's a "third party tool to gain an advantage over other players".
I didn't like bunnyhopping as a mechanic, but I can see how that falls under a masterable skill, but using hardware or scripts to get ahead... I really don't see the difference between an aimbot and shooting with an accelerated scrollwheel, aside from a sense of scale.
and "everyone does it", or "you can do it in every game", is not a valid argument tbh, that same argument can be made for more normal cheats. So please make it impossible for people with dodgy hardware to get ahead this way.
I tried to look into these myself, but after some .lua digging I figured out that most of these bugs are not .lua related, but they're in the animation files themselves. I went through the pistol and shotgun animation graphs but it didn't seem like there was anything I could do there either to try fix the 'infinite pistol firing speed' or 'shotgun shoots faster when moving' bugs. Seems like you would have to open the .model files and tweak some of the values the animations are emitting when they end. I don't think that can be done without 3dsmax or something. So a bit out of my league.
Best I can do to help is to pinpoint the problem. So for the unlimited pistol firing speed, for example, first you set the animation speed to way low, almost as low as it can be. (see picture) Then you try to change the activity between "primary" and "none" quickly. It won't go back to "none" if the "primary" animation is still playing. But if the move is set to "jump", then you can change between "primary" and "none" as fast as you want. This emits the "attack_end" each time which is used by the .lua code to tell that the pistol can fire again.
For pistol's secondary firing mode, it jumps between the states a bit faster when move is set to "jump". For the shotgun, there's a similar issue if you're moving versus if you're standing idle.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
Great find Skie, and it further proves my point... or rather my question: Why are the shooting mechanisms tied so directly to the animation system? Animations can bug out in any game, so making something extremely important depend on it seems pretty dangerous. It might also cripple multi-threading attempts, as this also needs every single system to be autonomous.
Comments
It's not 'medical trivia from Jeopardy'. Your fastest nerves work at around 100 meters / second. This is medical fact. Measure forearms to brain. Compute. Derp.
annddd eclipppppseeeee
I would try to differentiate between the bugs and the things that happen when you exploit a mechanic. There are still quite a few valid points made in these posts, which can occur for everyone. The <5ms ones though:
I agree that using hardware as unintended (shooting with scrollwheel...) is not really very fair, most mouses don't have that resolution, and tbh, if you have to depend on your hardware to gain an advantage over other players, that's as sad as just using cheats, it's a "third party tool to gain an advantage over other players".
I didn't like bunnyhopping as a mechanic, but I can see how that falls under a masterable skill, but using hardware or scripts to get ahead... I really don't see the difference between an aimbot and shooting with an accelerated scrollwheel, aside from a sense of scale.
and "everyone does it", or "you can do it in every game", is not a valid argument tbh, that same argument can be made for more normal cheats. So please make it impossible for people with dodgy hardware to get ahead this way.
Best I can do to help is to pinpoint the problem. So for the unlimited pistol firing speed, for example, first you set the animation speed to way low, almost as low as it can be. (see picture) Then you try to change the activity between "primary" and "none" quickly. It won't go back to "none" if the "primary" animation is still playing. But if the move is set to "jump", then you can change between "primary" and "none" as fast as you want. This emits the "attack_end" each time which is used by the .lua code to tell that the pistol can fire again.
For pistol's secondary firing mode, it jumps between the states a bit faster when move is set to "jump". For the shotgun, there's a similar issue if you're moving versus if you're standing idle.
Hope this helps. :)
<img src="http://i.imgur.com/oqIOm.jpg" border="0" class="linked-image" />
Animations can bug out in any game, so making something extremely important depend on it seems pretty dangerous. It might also cripple multi-threading attempts, as this also needs every single system to be autonomous.