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[ Picked text/plain from multipart/alternative ]
Well there is nothing anyone can do so regardless of what the original
intent was the discussion doesn't matter. Some think scripts are cheats or
an advantage some don't, we are stuck with em so case closed.



On 5/14/06, Edward Luna <[EMAIL PROTECTED]> wrote:
>
> 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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> > >
> > --
> >
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