Understood... however, we're talking about scripts running on clients and a
client script can't change anything the server admin doesn't allow.

-----Original Message-----
From: Brian M Frain (eternal) [mailto:[EMAIL PROTECTED]
Sent: Friday, May 12, 2006 9:43 PM
To: [email protected]
Subject: Re: [hlds] Fast Weapon Scripts what to do?


--

[ Picked text/plain from multipart/alternative ]
Well I was thinking mostly of the admin scripts I wrote but they are
changing variables through beetlesmod. Of course I could do it through rcon
(and writing scripts to automate it) so there are a variety of ways you can
do it. The scripts are just a way of automating things but they can change
and alter variables. For instance I can turn on and off alltalk with a
script.


On 5/12/06, Edward Luna <[EMAIL PROTECTED]> wrote:
>
> Huh?  So far as I'm aware, scripts mostly just combine keystrokes.  What
> script changes cvars?  Maybe they exist but I've never seen one.  Are you
> talking about embedding things like FOV in a script?
>
>
>
> -----Original Message-----
> From: Brian M Frain (eternal) [mailto:[EMAIL PROTECTED]
> Sent: Friday, May 12, 2006 6:20 PM
> To: [email protected]
> Subject: Re: [hlds] Fast Weapon Scripts what to do?
>
>
> --
>
> [ Picked text/plain from multipart/alternative ]
> 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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> --
>
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