Sure-fire Way To Bypass Block Scripts
Night_Eagle
Join Date: 2003-11-07 Member: 22373Members
<div class="IPBDescription">Flip-off the m.a.n.!</div> Want to use your scripts huh?
Well, your going to have to use keys efficiently, and you will need some sort of gamepad to place next to your mouse - very easy however.
So, lets say I wanted to shoot ten pistol shots easy.
bind 0 "+attack"
bind = "-attack"
Now, most controllers come with software setups.
You can simply bind a key to do the following sequence:
0=0=0=0=0=0=0=0=0=0=
Because of delay, this might only shoot 2-5 times.
It gets better if you have a complex mouse, heck, eight buttons is six bind practically. Have fun with it. If you don't have a complex mouse like how I don't have a complex mouse well, life sucks and then you die.
--- Iffy Methods below Here ---
Also, if you really want to script without the use of a controller, heres a way that you can bypass at least the no-exec blockscript. (You can probably bypass a lot more as well)
Use your commandmenu.txt.
Change your commandmenu's font size to a very small size so it will not get in the way.
In your commandmenu, do something like
"9" "10 Pistol Shots" "exec 10pistolshots.cfg"
Your exec should look something like this:
+attack
wait
-attack
wait
+attack
wait
-attack
(And so on, this is an untested example, keep in mind, I'm just laying down the basic idea)
// Add the line +commandmenu to open up the commandmenu when your done with the script
+commandmenu
Now, bind a key such as Z to slot9.
Once your in a game, go to your console and use +commandmenu.
Now that your menu is open, press Z with your pistol out to hopefully perform 10 pistol shots. (It's just an example, probably won't work, you get the idea though)
Your commandmenu will re-open ready for the next use.
What about switching your weapons?
Just use an alias like:
alias primary "weapon_machinegun; weapon_heavymachinegun; weapon_bitegun" and etc. etc.
Do bind 1 primary
There, you have an even better method of weapon switching.
Now, here is my idea that MAY be a full-proof wait-incorporated script (I think that these commands MAY be blocked by the blockscripts, if that is so, just delete the waits, the delay between executed files should be enough wait):
"9" "Rapid Fire" "exec rapid1.cfg"
Rapid1.CFG
+attack
exec rapid2.cfg
Rapid2.CFG
wait; exec rapid3.cfg
Rapid3.CFG
-attack
exec rapid4.cfg
Rapid4.CFG
wait; exec rapid5.cfg
Rapid5.CFG
+attack
And you get the point.
If this method becomes blocked, just go back to the simple controller method.
Personally, I do not use these scripts.
I just use the commandmenu for voice commands, very dandy compared to the right-click menu.
So, enjoy it while it lasts.
No matter how hard they try, they will not be able to effectively block all scripting.
*I hereby do not endorse these methods of scripting, I am simply pointing out major holes in security design... ...uh-huh, nothing else, it's all inconspicuous. By "Flip-off the m.a.n.!", I refer to the manually.automatic.nullifier; it is pretty much a loophole.
Well, your going to have to use keys efficiently, and you will need some sort of gamepad to place next to your mouse - very easy however.
So, lets say I wanted to shoot ten pistol shots easy.
bind 0 "+attack"
bind = "-attack"
Now, most controllers come with software setups.
You can simply bind a key to do the following sequence:
0=0=0=0=0=0=0=0=0=0=
Because of delay, this might only shoot 2-5 times.
It gets better if you have a complex mouse, heck, eight buttons is six bind practically. Have fun with it. If you don't have a complex mouse like how I don't have a complex mouse well, life sucks and then you die.
--- Iffy Methods below Here ---
Also, if you really want to script without the use of a controller, heres a way that you can bypass at least the no-exec blockscript. (You can probably bypass a lot more as well)
Use your commandmenu.txt.
Change your commandmenu's font size to a very small size so it will not get in the way.
In your commandmenu, do something like
"9" "10 Pistol Shots" "exec 10pistolshots.cfg"
Your exec should look something like this:
+attack
wait
-attack
wait
+attack
wait
-attack
(And so on, this is an untested example, keep in mind, I'm just laying down the basic idea)
// Add the line +commandmenu to open up the commandmenu when your done with the script
+commandmenu
Now, bind a key such as Z to slot9.
Once your in a game, go to your console and use +commandmenu.
Now that your menu is open, press Z with your pistol out to hopefully perform 10 pistol shots. (It's just an example, probably won't work, you get the idea though)
Your commandmenu will re-open ready for the next use.
What about switching your weapons?
Just use an alias like:
alias primary "weapon_machinegun; weapon_heavymachinegun; weapon_bitegun" and etc. etc.
Do bind 1 primary
There, you have an even better method of weapon switching.
Now, here is my idea that MAY be a full-proof wait-incorporated script (I think that these commands MAY be blocked by the blockscripts, if that is so, just delete the waits, the delay between executed files should be enough wait):
"9" "Rapid Fire" "exec rapid1.cfg"
Rapid1.CFG
+attack
exec rapid2.cfg
Rapid2.CFG
wait; exec rapid3.cfg
Rapid3.CFG
-attack
exec rapid4.cfg
Rapid4.CFG
wait; exec rapid5.cfg
Rapid5.CFG
+attack
And you get the point.
If this method becomes blocked, just go back to the simple controller method.
Personally, I do not use these scripts.
I just use the commandmenu for voice commands, very dandy compared to the right-click menu.
So, enjoy it while it lasts.
No matter how hard they try, they will not be able to effectively block all scripting.
*I hereby do not endorse these methods of scripting, I am simply pointing out major holes in security design... ...uh-huh, nothing else, it's all inconspicuous. By "Flip-off the m.a.n.!", I refer to the manually.automatic.nullifier; it is pretty much a loophole.
Comments
i tried that once however it was still getting blocked
of course i didn't use the command menu....
My species specific cfg's aren't blocked on bs1 server.
With this, you just push a button and it executes a config file.
You open the commandmenu once by +commandmenu in console, make sure your config menus have the command +commandmenu at the end, and the command menu will always stay open. To keep it out of the way, just reduce its size.
A simple toggle crouch script can be made.
Such as:
COMMANDMENU.TXT
"9" "Crouch Toggle On" "exec crouch.cfg"
"0" "Crouch Toggle Off" "exec uncrouch.cfg"
CROUCH.CFG
+duck
bind ctrl slot0
+commandmenu
UNCROUCH.CFG
-duck
bindt ctrl slot9
+commandmenu
AUTOEXEC.CFG
exec uncrouch.cfg
(Insert smaller font size options here)
So, when you join a server, go to console and use +commandmenu
Now, your ctrl key toggles crouching.
As for the 10 pistol shots script, I worked it through my head, and it should not work, so malicious scripts can't be made unless wait; COMMAND is enabled in config files.
If they aren't already, that is ALL you need to do to block malicous scripting, any WAIT commands are blocked (Single or in a series of commands).
I will soon show an instant slot switcher scripts (No need to click after selecting your weapon; necessary for commandmenu scripting)
*I do not endorse malicious scripting
Edit: Here is the insta-switch 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-->
alias primary "weapon_machinegun; weapon_shotgun; weapon_heavymachinegun; weapon_grenadegun; weapon_bitegun; weapon_bite2gun; weapon_swipe; weapon_claws"
alias secondary "weapon_pistol; weapon_parasite; weapon_spore; weapon_blink; weapon_devour"
alias tertiary "weapon_knife; weapon_leap; weapon_umbra; weapon_metabolize; weapon_stomp"
alias quaternary "weapon_welder; weapon_divinewind; weapon_primalscream; weapon_acidrocketgun; weapon_charge"
bind 1 primary
bind 2 secondary
bind 3 tertiary
bind 4 quaternary
bind 5 weapon_grenade
bind 6 weapon_welder
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I am not certain if the knife switch works...
Put aliases in your AUTOEXEC.cfg and your binds in your CONFIG.cfg
<!--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 skulk "impulse 113; exec skulk.cfg; speak seven"
bind "F7" "skulk"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
I use that code all the time on bs1 servers.
<!--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 "F7" "impulse 113; exec skulk.cfg; speak seven"<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
This will <i>not</i> work.
i couldnt find anything called commandmenu.txt thing
inside jump.cfg was +jump
-jump2 was exec jump2.cfg and inside that was "-jump2"
i then put up a server, turned on mp_bs 1, hit space and it didnt work (it works fine without bs)
so my guess was that it reads configs the similar to aliases
since you didnt answer my question, im asking again, did you or anybody actually get this to work in game with bs 1?
lewl unfair atvantage lewl.
i dont mind them though.
In B4, this worked fine. In B5, this will break if you hit attack key fast.
For example, I had a key that would switch to blink or leap. In B5, if I hit Slot1 and then hit my blink-leap key and quickly hit attack, it would often not fire.
I want one of those <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Additional info: Using weapon_ selection methods gets around the Weapon Switch bug.
If it can be abused, it will be abused.