And yet, somehow, you *DO* move quickly; so quickly that no one, or very few, can catch you. And I've seen about five players on tonight, sabotaged by this imprecise code. My autoexec is not "prebuilt," at least not for the most part; I have no desire to delve very deeply into the coding of this game, but have done so to the extent to know that this code is flawed enough that inexperienced players, especially those who do not know programming, will be more tripped up than helped. Nice job. This is why I refuse to play when you come onto a server any more. Real nice job.

----- Original Message ----- From: "Bryan Smart" <[EMAIL PROTECTED]> To: "'AGRIP User and Developer discussion list'" <[email protected]>
Sent: Saturday, June 02, 2007 9:36 PM
Subject: RE: [AGRIP-discuss] Macros Explained


For me, I have to send impulse 26 when I connect to TBRN to turn on the
scope. This may be different for you if you're using a prebuilt autoexec.cfg
that was made by someone else for the mod. I made my own macros for the
game. In either case, sending impulse 26 will result in a message from the
server telling you if the scope is on or off, so you can adjust your own
macros as are needed.

You are right, sending lots of wait commands will slow down your character. I said as much in my message. However, you must use some wait commands. The decision of how many to used in a particular macro all depends on what sort
of task you're trying to perform.

The commands that are sent to a server from an Audio Quake client are sent
asynchronously. This means that, unlike a traditional scripts that most
people deal with, sending a command does not block the operation of your
script until that command successfully completes. If you send impulse 61 to
switch to the blaster (I think that is the right impulse), and then
immediately send a command to shoot, there is no guaranty that the server
will have received and processed the impulse to switch to the blaster before
receiving the command to shoot. You may find that pressing this macro key
doesn't shoot the blaster, as you'd expect, but instead seems to just fire
the current weapon. In other cases, such as when using force lightning,
sending the same impulse repeatedly, with no pause may only result in the
server processing only one instance of the command. If you request to use
force lightning, but are currently in the process of using it, the server
won't queue up your request, like would happen with a synchronous processing
model, but will instead just throw the extra commands away.

I encourage everyone to experiment with how few "wait" commands you can use
between impulses and commands to get a macro to operate. My macros are the
way that they are, particularly with turns, as I'd rather those behave
dependably than quickly. It isn't some conspiracy, it is just how the system
works.

Bryan

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
BurningHawk
Sent: Saturday, June 02, 2007 9:48 PM
To: AGRIP User and Developer discussion list
Subject: Re: [AGRIP-discuss] Macros Explained

There are several subtle flaws in the instructions given here:
First.  Impulse 26, when connecting to TBRN (the server used here as an
example) will cause the sniper scope to be turned *OFF*, because the setting is controlled from the autoexec.cfg file in all of the JQ mods in which the
sniper rifle is used.  Secondly, if you use as many "wait," commands as is
recommends in the explanation, your character will slow down and be more
vulnerable.  I would caution anyone to be VERY careful what they take from
this message, as while there is some useful stuff here, it is not entirely
accurate.  Gee.  Wonder why.

----- Original Message -----
From: "Guitar Babe" <[EMAIL PROTECTED]>
To: "M. Tylee Atkinson" <[EMAIL PROTECTED]>; "AGRIP
User and Developer discussion list" <[email protected]>
Sent: Saturday, June 02, 2007 6:24 PM
Subject: Re: [AGRIP-discuss] Macros Explained


  Agreed, I'd also ask Bryan, that if he wouldn't mind, I think
posting it to the other list is a good idea as well...

Matthew, regarding your improved docs, I did read over all that I
could find on modding, but noticed that they still seem to be lacking
in the very basics of getting one started as well as working with the
actual code.

  If I'm missing it, <smile>  which is very possible, just let me know
and I'll have another looksie!  <smile>

  Otherwise, I might be able to put something together that is a
little more in depth than my first tutorial, if that's something you'd
be interested in...

Otherwise, great job on what you've added so far to the docs!!!  I
really appreciate your efforts, as always!...

  Anyway, hope all is well with you and yours and have a terrific
weekend!...

Smiles,

Cara

At 04:49 PM 6/2/2007 +0100, you wrote:

Thank you for making this very in-depth contribution to the list! :-).


Matthew
--
M. Tylee Atkinson <[EMAIL PROTECTED]>
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