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Hi! Please read the rules. Please pay close attention to rules 1 & 5 in particular!

#121 27 Sep 2007 20:11:37

Tonik
Member
Registered: 18 Oct 2006
Posts: 242

Re: FTK: Suggestion about rule changes.

oh, I thought that was called sg scripts

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#122 27 Sep 2007 22:19:55

molgrum
Admin
Registered: 22 May 2006
Posts: 726

Re: FTK: Suggestion about rule changes.

There seems to be no real dictionary about this stuff smile


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#123 27 Sep 2007 23:01:41

Tonik
Member
Registered: 18 Oct 2006
Posts: 242

Re: FTK: Suggestion about rule changes.

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#124 27 Sep 2007 23:51:58

dakoth
Member
Registered: 08 Feb 2006
Posts: 151

Re: FTK: Suggestion about rule changes.

molgrum wrote:

I really can't see how my method resembles a binary tree in any way?

I never said it did, I just pointed out what the term means smile I have no idea how the whole spawn thing works - just trying to help.

tonik wrote:

"weaponscript kiddies having an advantage"? What the fuck, have you been living under a rock or something?  Haven't like 80% of the players had +rl bound to mouse1 for the past 8 years?  (for all I know, I may be exaggerating -- or I may not)

Regardless, I think you're entitled to call people using extreme scripting just to simplify the game just that - I'm one of them, but only because I think I'd loose too much edge from dropping all my weaponscripts. According to a poll recently taken here on qw.nu, many are in the same situation (forced to use it, rather than doing it by choice).

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#125 28 Sep 2007 07:22:22

molgrum
Admin
Registered: 22 May 2006
Posts: 726

Re: FTK: Suggestion about rule changes.

dakoth wrote:

I never said it did, I just pointed out what the term means smile I have no idea how the whole spawn thing works - just trying to help.

Ok, thanks smile

dakoth wrote:

Regardless, I think you're entitled to call people using extreme scripting just to simplify the game just that - I'm one of them, but only because I think I'd loose too much edge from dropping all my weaponscripts. According to a poll recently taken here on qw.nu, many are in the same situation (forced to use it, rather than doing it by choice).

So it's still a problem that axe/sg scripts are used, yet fairpacks is a bad idea. Any other ideas? tongue


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#126 28 Sep 2007 07:42:50

molgrum
Admin
Registered: 22 May 2006
Posts: 726

Re: FTK: Suggestion about rule changes.

Back on track... Seems like model #2 is the more popular one?

http://www.quakeworld.nu/forum/viewtopi … 258#p29258


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#127 28 Sep 2007 16:10:39

dakoth
Member
Registered: 08 Feb 2006
Posts: 151

Re: FTK: Suggestion about rule changes.

The only solution I really have, and bear I'm mind I'm no coder, has the side-effect of seriously crippling quake's "scripting language" - the disabling of semicolons in any aliases/binds. That is to say, you would only be able to issue one command per button.

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#128 28 Sep 2007 16:17:32

Willgurht
Admin
From: Stockholm
Registered: 09 Feb 2006
Posts: 554

Re: FTK: Suggestion about rule changes.

dakoth wrote:

The only solution I really have, and bear I'm mind I'm no coder, has the side-effect of seriously crippling quake's "scripting language" - the disabling of semicolons in any aliases/binds. That is to say, you would only be able to issue one command per button.

agreed. Remove semi colon!

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#129 28 Sep 2007 16:44:04

molgrum
Admin
Registered: 22 May 2006
Posts: 726

Re: FTK: Suggestion about rule changes.

I don't think disabling semicolon will be very appreciated, at least not by me smile

Edit: Besides, I think a server-side solution would be the only acceptable one since you can always get around it if the restriction relies upon the client.


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