What Does Blockscripts Block Again?

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Comments

  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    yeah the special pscript is going too far in my opinion. the special jump script is nice, mostly harmless. but wow, i have the special pscript in a sv_cheats 1 config and its like


    bind "MOUSE1" "give item_catalyst; +pistol"


    = ownt.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-Dragon_Mech+Oct 27 2004, 02:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Oct 27 2004, 02:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-crisano+Oct 27 2004, 12:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crisano @ Oct 27 2004, 12:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doing it without _special is a lot worse than with special because when you use the script, you can't do anything else. That means if a skulk jumps at you from behind a crate or ceiling while you are using the script, you can't jump to dodge it or shoot. If you do it without scripts, I doubt you'll achieve anything close to the speed you would get with scripts, probably at most 50%. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What would be a good speed for a marine to hit with a _special script? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think it is a 37-38% speed boost, max.

    And the wigglewalk works because of half-life physics, and since the dev team has no access to the HL1 source code and can't fix the problem there, it remains a problem... go to valve with your complaints <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--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-->
    And the wigglewalk works because of half-life physics, and since the dev team has no access to the HL1 source code and can't fix the problem there, it remains a problem... go to valve with your complaints<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The physics is entirely and 100% accesible to the NS team. If you get the HL sdk and check in pmshared.c you will find every single bit of HL physics, how you move on ladders, how ladders are detected, how you move in air, on the ground in the water, with the jump pack, how collisions with walls work, how much less aircontroll you have when you are ducked and so on and so on. It's all freaking right there under your nose. Will people stop saying these kinds of problems are engine bugs?

    I've posted the relevant sections to bunnyhopping and strafe walking, wall strafing and the ladder strafe bug and the bug that doesn't allow you to start climbing ladders from the bottom at high framerates on more than one occasion. Even ME, a MOD coding nubcaek can remove bunnyhopping y, remove gliding, wallstrafing, ladder strafe bug, wiggle walking and so on in a sensible fashion, but this ISN'T wanted. The problem is that gliding, wall strafing and wiggle walking stem from the same chunk of code, allmost no one wants to see gliding gone.
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