How do you trigger a script, apart from a bind?

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of MjrNuT
Sent: Friday, 15 May 2009 10:34 AM
To: [email protected]
Subject: Re: [hlds] BAN Spy Scripts Anyone?

I just don't know about that Haven, completely.  Here are some examples that
I don't think you can do manually AND consistently:

1.  Demoman sticky -- autodetonate exactly all 8 or any when reaching the 1s
life.

2.  Autosapping anything that you just move around to by touching.  You dont
have to be looking at it to sap it like you manually would.

I'm sure there are other examples of this nature.  Compared to the RJ, I
totally agree w/ you.  Just an observation that the rule does not always fit
the application?  (is that the saying? :P)


@msleeper and Philip -- BWAH HAHAHAHAHAHAHAHAHH

@Mr. Gottlieb -- do tell how?  and btw, you forgot the *j* dewd.  MjrNuT  No
space and no period.  lol

Cheers to the responses thus far guys!


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


From: Haven Meyer <[email protected]>
Subject: Re: [hlds] BAN Spy Scripts Anyone?
To: Half-Life dedicated Win32 server mailing list
       <[email protected]>
Message-ID:
       <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

TF2: Anything that can be done with a script, can be done by someone without
a script. There is a script which makes your "jump / crouch" half a dozen
times per jump, which due to the way Hit-boxes are rendered does actually
give the player an advantage. This is about the only example I can think of
where I am against it. Now you have to ask if you can tell what is a script
and what is just a good player. Could you prove it? :/ Really, it just comes
down to your server and how you want to handle it.
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