Client-sided scripting ?


(B0rsuk) #1

Hey !

I’ve been wondering… is it possible (with W:ET) or will be (ET:QW) to use client-sided scripting ? I mean things like having an external script analyze your message log, and throw commands from shell script to your ingame console.
This may look like sort of cheating at first, but it’s impossible to cheat with console commands alone. And cheats like wallhack, aimbots etc mess with graphical drivers. What I’m asking for is simply to write script which react to what’s going on in message console.

wolf passes messages to script (et 2>message.log)
V
Script analyzes stuff (…)
V
script sends back a command (possible ?)

Example of legitimate uses of such thing:

  • if my script detects Rail Gun map being loaded and I join Axis, it will wait 30 seconds and then spam following message several times “Capture and hold Depot Yard or it will be 30 minutes of spawn camping!!!1”

  • ability to calculate how many teamkills does each player have. So if I initiate a kick against someone, I can have my script print that players’ number of teamkills, most common weapon used to TK and last weapon used to TK.

  • a script to print “Great Shot !” or “Thanks!” each time someone teamkills me.

  • a similar script to collect each player’s chat; so if I vote to mute someone I can remind others what he said, or how much.

  • a script to always tap out on 1 sec left to spawn.

Much more.

Is it possible ?
Will it be possible with ET:QW ?


(kamikazee) #2

You have lots of interesting uses, but there is one which bothers me:

This is one of those things which can give disadvantages. Suppose you get killed 1.5 seconds before spawntime. The script would tap you out. On the other hand, a player without such script would probably miss spawn time.
I know that your script might have disadvantages too, like tapping out at the moment a medic comes along, but this can be solved and still would give a small advantage.

So, this might turn out to be one of those features which are less often used but cause a lot of discussion when someone actually finds use in them. (Compare it a little bit to the graphical tweaking and /kill topic)


(Joe999) #3

i don’t know the exact purpose of it, but i’ve said it before: it would be awesome to set a “marker” eg (strg+space) so that you can keep spectating or waiting for a revive, and if 0 is reached, the player taps out automatically (unless he gets revived or cancels the auto-tap-out) before he can miss his spawn.


(digibob) #4

The current system we have in place is that you “tap out” in the same manner as in W:ET, but you don’t go straight to limbo, you can still hang around for a medic, but if the timer hits 0, you will respawn. If you wish, you can tap back in again, ( by pressing crouch ) to avoid a spawn wave, ( if you see a medic coming or just don’t feel like respawning this wave ).


(fattakin) #5

Neato little tweak on tappin out


(Nail) #6

excellent


(Hakuryu) #7

For TK’s and muting voting, this isnt a bad idea… but I’m totally against any auto-chat statements being made. There is enough text spam that more is just not needed.

Think about your ‘Thanks’ for being TK’ed auto-chat. If this was possible, every leet kid is going to start having auto-taunts (was annoying as hell in Tribes) every time they kill someone. WoW is perfect example of spam out of control like this… priests with ‘Im healing…’ and mages with ‘I’m sheeping…’. You cant read anything due to the amount of spam sometimes.

Why not just bind a key to /say Thanks for TKing me? Less annoying since every TK wouldnt be an auto-spam chat message… and how about when its your fault you got TK’ed (like running in front of panzer by 5 enemies)… do you want to auto chastise your teammates when it’s your fault?


(psyco_mario) #8

… and mages with ‘I’m sheeping…’. …

:open_mouth: never heard that before :open_mouth:


(B0rsuk) #9

I’d like to remind you this topic is about client-side scripting, not about automatic taunt. Anyway, people always seem eager to mute someone; you can easily mute someone who wrote just 1 or 2 text messages. Sometimes I was even muted when I DIDN’T SAY ANYTHING, not a single sentence or voice chat. Once muted, it sticks until you disconnect, which is longer than kickban vote. What’s more, servers I play on are quite nazi about spam protection and you can’t use 3 chat messages in like 5 seconds.
In any case, it’s not yours to judge whose fault it was when I got TKed last time. In most matches I don’t have a single teamkill, so it deffinitely is possible.
1 occasional message wouldn’t do any harm. Tell me, how useful to you is something like this posted by leet clan player in space of 1 second:

(black color)I’m reloading, watch my back
(black color)spawning as field op
(black color)choosing SMG
WHO CARES ? It has hardly any effect on gameplay, not to mention it’s faster to hear someone reloading than read the message. Why don’t these clanned idiots use some useful chat binds, like “they’re trying to spawncamp” (when you see medics going for your spawn), “Enemy MG42/sniper at %L”, or something as simple as “Disarm the dynamite” when killed by an engy near AT gun, “Clear the mines” (…).

Client-sided scripting would be very useful for people with scripting skills, and it’s not like it gives any advantage over enemy. You can piss off people more simply using /kill bind.
I understand scripting is something alien(=scary) for typical windows user, but advantages far outweight disadvantages, and things like chat spam are easily dealt with. I have an impression “Need a medic” and “need ammo” are like 50% of all chat spam, but we already know only respective classes will see these messages in ET:QW.


(kamikazee) #10

Agreed, scripting CAN be usefull if it’s used properly and when it won’t enhance your skills. The tapping out thing allready seems a non-issue now that digibob gave the current approach, so I have no more points against it for now.

I know that the Doom 3 engine uses some new sort of scripting (C++ like), maybe the client could be modified to call certain user-made functions? One could compare it with the micro-mods supported in ETPro. (They use LUA-scripting.)


(Lanz) #11

Things like client scripting is what I would say: nice if it’s there, if it’s not, well I really didn’t need it anyway.


(taken) #12

I would like a aim script, a bunny jump script, a skill script. etc etc

Scripts are fun!


(kamikazee) #13

Now that are the scripts we don’t want… That’s why there should no movement functions exposed from the client game.