23 Mar 11, 06:32PM 
		
	
	 [SELECT ALL] Code:
bind MOUSE1 [attack; if (|| (= (curweapon) 1) (= (curweapon) 9)) [autoreload 1] [autoreload 0]]...or something along those lines... :P
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		23 Mar 11, 06:32PM 
		
	  [SELECT ALL] Code: bind MOUSE1 [attack; if (|| (= (curweapon) 1) (= (curweapon) 9)) [autoreload 1] [autoreload 0]]...or something along those lines... :P  [SELECT ALL] Code: autoreloadpistol = [ if (|| (= (curweapon) 1) (= (curweapon) 9)) [ autoreload 1 ] [ autoreload 0 ] ]
		Works beautifully Gibbeh... TY!  TY 2 Bukz ;) 
		It's the exact same thing, and I took two tries to get mine right! (stupid $curweapon vs (curweapon)). Last thing for tonight, telehaha! Telebots is a command that teleports a bot to you, and it will always be the same bot. Put it in a recursive alias for some fun.  [SELECT ALL] Code: telehahable = 1
		
		
		24 Mar 11, 04:59AM 
		
	 (20 Mar 11, 02:05PM)V-Man Wrote: @Yarukinasu: How would accepting negative numbers (something you can't do for logs) be useful? 
		
		
		24 Mar 11, 05:41AM 
		
	 
		I made something useless again... The script looks ugly at the moment, and I may change some parts for efficiency, but I can't think much. http://pastebin.com/CGKebfYn To make this work, type /rave and if it's not clearly visible, type /fog 64 (24 Mar 11, 04:59AM)Viper Wrote: How would accepting negative numbers (something you can't do for logs) be useful? Accepting negative numbers will be for "n00b-pr00f" and if a negative number is entered, it should print something like... "no negative numbers pl0x~" or something. 
		@Yarukinasu: Before you go too far with that, check out the one I made. XD I think Bukz made one that uses your concept of "building" a randomized hex value as well. Regarding taking negative numbers, yes, I prefer that the tools be crafted in such a way that, when they receive nonsensical values, they return sane responses instead of spamming error messages, misleading results, or even throwing an exception. 
		
		
		24 Mar 11, 04:08PM 
(This post was last modified: 24 Mar 11, 04:08PM by DeafieGamer.)
		
	 
		I want to have script that auto-ban the user if it's below -10 and kick user if below -8
	 
		if you have admin on a server (and tools.cfg),  [SELECT ALL] Code: alias autoban [loop p 21 [if (<= (at (pstat_score $p) 1) -8) [if (<= (at (pstat_score $p) 1) -10) [ban $p] [kick $p]] []]]
		
		
		27 Mar 11, 08:34PM 
		
	 
		Is it possible to make a script that will use a "Hit" crosshair when you hit your enemy? Like in Sauerbraten, there is a different crosshair for when you hit your enemy from when you miss. 
		
		
		27 Mar 11, 09:01PM 
		
	 
		Nope
	 
		
		
		27 Mar 11, 09:05PM 
		
	 (27 Mar 11, 08:34PM)Grouchy.Sal Wrote: Is it possible to make a script that will use a "Hit" crosshair when you hit your enemy? No, you have to modify your client to do that. It's impossible just with CubeScript. However, you can activate the hit sound in menu-->settings-->Gameplay Settings. 
		
		
		27 Mar 11, 09:16PM 
		
	 
		Ok, thank you! I've always wondered if that was possible. 
		
		
		27 Mar 11, 11:32PM 
		
	 
		it is possible.
	 
		
		
		28 Mar 11, 12:27AM 
		
	 
		macm you poor cheater :D
	 
		
		
		28 Mar 11, 12:52AM 
		
	 (27 Mar 11, 11:32PM)macm Wrote: it is possible.  [SELECT ALL] Code: listen_for_hit = [Use the addcheck_msa listen_for_hit if the tools.cfg is available, or type add2alias mapstartalways listen_for_hit in the game. 
		
		
		28 Mar 11, 01:08AM 
		
	 
		I was gonna say, it is possible to use the accuracy script for input by listening for changes. I started to make a script that would automatically switch to pistol after you hit someone with sniper, but i realized somebody would probably call it cheating.
	 
		
		
		28 Mar 11, 01:10AM 
		
	 (28 Mar 11, 01:08AM)Lantry Wrote: I was gonna say, it is possible to use the accuracy script for input by listening for changes. I started to make a script that would automatically switch to pistol after you hit someone with sniper, but i realized somebody would probably call it cheating. Also, weapon switching must be keybound, so you'd be hopeless anyways 
		
		
		28 Mar 11, 01:19AM 
		
	 
		yep. great ideas are almost never practical ones.
	 
		
		
		28 Mar 11, 02:23AM 
		
	 
		
		
		28 Mar 11, 06:01AM 
		
	 
		Very busy. XD Keep it up, though, I'm curious as to how many lengthy scripts the conloop can handle before slowing down or breaking. 
		
		
		28 Mar 11, 04:06PM 
		
	 
		IF My guess is right, it will be about 30000 scripts or less
	 
		
		
		28 Mar 11, 10:34PM 
		
	 
		Prove it. XD
	 
		
		
		30 Mar 11, 12:51PM 
		
	 
		Can anyone give me a script that resets my accuracy after every end of a game.
	 
		
		
		30 Mar 11, 12:54PM 
		
	 
		Go into AC and type  [SELECT ALL] Code: /add2alias start_intermission [sleep 500 [accuracyreset]]The sleep is there in case you have autoscreenshot enabled. I like it when my accuracy stats are in my screenshots. 
		
		
		30 Mar 11, 07:36PM 
		
	 
		^Type that every time you load AC. Otherwise you can put it in your autoexec.cfg file. 
		And watch as your saved.cfg mysteriously continues to grow and grow and grow! XD ...but really you should do some sanity checking even for something simple like this, add:  [SELECT ALL] Code: if (! (strstr $start_intermission accuracyreset)) [add2alias start_intermission [sleep 500 [accuracyreset]]]... to your /config/autoexec.cfg 
		Oh. LOL! I thought it was "addcheck_si" XD Get the tools and it will look like this:  [SELECT ALL] Code: addcheck_si [sleep 500 [accuracyreset]]
		
		
		30 Mar 11, 10:44PM 
		
	 
		Better to have it in maploadalways really...
	  [SELECT ALL] Code: /addOnLoadAlways [accuracyreset] | 
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