Im not sure if it works as advertised, but this cvar - sv_allow_wait_command
should prevent clients using the wait command which is crucial to a lot of
these types of scripts.

On Fri, May 15, 2009 at 10:37 AM, Yaakov Smith <[email protected]> wrote:

> 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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>
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>
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>
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>
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>
>
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