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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 22024 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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