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Scripts are not perfect, what about the variables that allow wallhacks?
Scripts are just a way of altering cvars and some of them DO allow players
to cheat. Valve of course blocks them when they find them but the fact
remains just because it is there does not make it right.




On 5/12/06, Edward Luna <[EMAIL PROTECTED]> wrote:
>
> Good point however, I think to only workable solution (if your inclined to
> block scripts at all, which I'm not) is to explicitly identify those
> scripts
> you find offensive and block them on a script by script basis.
>
> -----Original Message-----
> From: Link Pankratz [mailto:[EMAIL PROTECTED]
> Sent: Friday, May 12, 2006 5:33 PM
> To: [email protected]
> Subject: RE: [hlds] Fast Weapon Scripts what to do?
>
>
> Wouldn't it make more sense to phrase more like; What scripts should be
> explicitly allowed and then bock all others? Or is even that a coding
> nightmare since most of the game functions on scripts?
>
> Link
>
> -----Original Message-----
> From: Edward Luna [mailto:[EMAIL PROTECTED]
> Sent: Friday, May 12, 2006 2:24 PM
> To: '[email protected]'
> Subject: RE: [hlds] Fast Weapon Scripts what to do?
>
> I agree with that statement so long as you preface your comments with the
> word "certain".  Certain scripts are disallowed, not all scripts.
> Your keyboard mapping is a script... so are your weapons binds... the game
> couldn't work without scripts.
> In order to reasonably disallow scripts... by definition... you must be
> specific as to the exact scripts you wish to disallow, or are you saying
> any
> alias that does not come in a default config, is disallowed?
> How could we define allowed scripts vs. disallowed scripts? I'll abide by
> the majority opinion.
>
>
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