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Poll
Question: Cheat or not?
No it's fine - 27 (81.8%)
Yes it would be cheating - 6 (18.2%)
Total Voters: 33

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Author Topic: Event / scripting system  (Read 21826 times)
R1CH
Administrator
Member

Posts: 2625



« on: March 28, 2006, 03:18:22 pm »

I've been thinking about adding an event scripting system to R1Q2 to allow easier creation of binds and such. It would have generic ability to execute commands on text matches. Eg:

on text "Match started." record $mapname-$date
on text "Match ended." stop
on chat "Need ammo for " bind x say_team "Here is some ammo for the $4!"

Possibly other kinds of events could be added if need arises. Does this sound OK or would anyone see any kind of potential for cheating in there somewhere?
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Maurox?
Member

Posts: 82


« Reply #1 on: March 28, 2006, 08:44:23 pm »

sorry i voted for the second one my mistake i wanted to vote for first one :-p
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LotuS
Guest
« Reply #2 on: March 29, 2006, 12:59:37 am »

I really like that Cheesy
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TgT
Member

Posts: 103


« Reply #3 on: March 29, 2006, 04:07:55 am »

AprQ2 has triggers which is basicly the same.  trigger <commad> <match> and it works perfect!  grin
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Den
Member

Posts: 3


« Reply #4 on: March 29, 2006, 07:53:53 am »

Been waiting for this Smiley
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cat
Guest
« Reply #5 on: March 29, 2006, 09:47:18 am »

It really would be a great feature. I wouldn't consider this as cheating. Since, it's only a kind of handicap, and both Nocheat and Apr already got those features, but only with server console messages, so far. I hope they will add all kind of messages to triggers. A great function, like I said.
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MrG{DRGN}
Member

Posts: 33


« Reply #6 on: March 29, 2006, 01:03:12 pm »

I don't think its cheating, but at the same time it sounds like something that the end result could be done already with aliases in cfg files. binding them before the game starts  huh
« Last Edit: March 29, 2006, 01:06:46 pm by MrG{DRGN} » Logged
rrr
Guest
« Reply #7 on: March 29, 2006, 01:09:07 pm »

q2pro have that feature too  smiley
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Lemonzest
Member

Posts: 188



« Reply #8 on: April 22, 2006, 02:09:00 pm »

any news on this?
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zdufs
Member

Posts: 9


« Reply #9 on: April 24, 2006, 07:22:47 am »

it would be great r1ch GO GO GO  wink
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Lemonzest
Member

Posts: 188



« Reply #10 on: April 30, 2006, 09:13:02 am »

any idea on the thought of a beta version of this trigger system being implemented anytime soon? it would certinaly help with demo recording etc.
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G
Guest
« Reply #11 on: June 03, 2006, 04:33:55 pm »

any idea on the thought of a beta version of this trigger system being implemented anytime soon? it would certinaly help with demo recording etc.

yeap would be nice to know when Tongue
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Gen
Member

Posts: 56



« Reply #12 on: June 04, 2006, 12:23:50 pm »

it would be great for server side, for client cvar checks
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WORM.
Member

Posts: 71


« Reply #13 on: June 04, 2006, 01:26:06 pm »

The client is fine as is; compact, secure and fast. If players can not make their own binds and initate actions themselves maybe they need to watch TV instead.

Keep a core client without the crutches, there are other clients out with the cheaty automatic command executions.
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nash[EoM]
Guest
« Reply #14 on: June 05, 2006, 12:53:31 pm »

agree with Worm. Client is great the way it is.  But the scripting is a neat idea, for server admin to better inform the client of upcomming maps, dmflags, ect... ( server side ony )
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Jay Dolan
Guest
« Reply #15 on: June 05, 2006, 12:58:44 pm »

I can't believe I'm in agreement with WORM on this.

For auto-demo recording to be done reliably, it should be initiated by the server game.  Servers print a message like "Type autorecord to enable match demo recording," and modifies a value in the player's state if and when the client elects to do so.  On match start/end, the server should stuff record/stop commands to participating clients.  This would require about 1/10th the work, and would not impose any processing on the client.

Don't tourney mods already have chat expansion for weapon, location, and player status macros?
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Lemonzest
Member

Posts: 188



« Reply #16 on: March 22, 2007, 12:41:58 pm »

is this still in the works???
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mars
Member

Posts: 39


« Reply #17 on: March 23, 2007, 08:00:08 am »

As a server admin I agree with Gen WORM and nash[EoM] - The client is already immensly configurable I really don't think it needs extending.
mars   
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juM8o
Member

Posts: 2


« Reply #18 on: August 13, 2007, 05:47:15 am »

R1ch please, make it!
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Gen
Member

Posts: 56



« Reply #19 on: August 13, 2007, 08:06:30 pm »

I'm Not a worm


:p
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WORM.
Member

Posts: 71


« Reply #20 on: August 14, 2007, 10:27:20 am »

Thank doG for that!
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what
Guest
« Reply #21 on: August 26, 2007, 10:48:02 pm »

The client is fine as is; compact, secure and fast. If players can not make their own binds and initate actions themselves maybe they need to watch TV instead.

Keep a core client without the crutches, there are other clients out with the cheaty automatic command executions.

crutches?  it enables you to do things you weren't able to do.  i don't understand how this would make a "compact secure fast" client not be so anymore.

this is a great idea
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pot-shot
Member

Posts: 1


« Reply #22 on: September 13, 2007, 12:12:20 pm »

I have been waiting to see if r1ch would implement this, but it appears it is not in the works.  I would be more hesistant to want this implemented in r1q2 if it weren't already implemented to a degree in other clients.   I feel that there are more positives then negatives with an event scripting system.  But I am only coming from the perspective of an action quake2 player and server admin, I may be missing something in the bigger picture.  Until then I'm for this if it could ever happen.
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Max E.
Guest
« Reply #23 on: December 27, 2010, 06:05:47 am »

Terribly, terribly sorry for bumping an old thread like this-- but if anyone is interested in this feature, I implemented a similar thing for the Q2-based Alien Arena some time ago and I realized it would be relevant.

Implementation:
http://meliaserlow.dyndns.tv:8000/alienarena/lua_source/qcommon/event.c
http://meliaserlow.dyndns.tv:8000/alienarena/lua_source/qcommon/event.h

Console commands for controlling it are here:
http://meliaserlow.dyndns.tv:8000/alienarena/lua_source/qcommon/cmd.c
You will find them after the Lua and job-related commands.

This should probably be trivial to port back to another Q2 engine like R1.
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ingen
Guest
« Reply #24 on: January 12, 2011, 06:20:04 pm »

That looks awesome, but i believe that would never finish in classic quake2 server binary.

:/
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