Is scripting movement keys (bindings etc), considered cheating?
Hi everyone!
Recently kzmod was changed to prevent nulling (where you use a script to prevent yourself from stopping by mistake if you press the wrong key), and I was wondering, do you consider binds, such (jump;wait;jump and duck;wait;duck), cheating?
If so, should this be prevented too? Thanks for your help!
I've heard that CS:GO KZ players use something like this in order to get extra couple of units to jump distance, but to be honest I don't see any reason to allow such scripts because it only makes everything more complicated. As a KZmod player I don't want to bother myself with writing scripts. What's the point if everyone can use it? With the same success you, as developer of this game, can just make jumping easier.
I think FAME didnt really answer the question directly but yeah. jump;wait; jump and duck;wait;duck give you perfect bhops and you might get even permanent ban on some servers for using it. I had a friend that just owned all maps on a certain server (350+ pro1 records!) with both of these scripts. The moment he removed it his bhop skill came back to normal and as such he wasnt even able to reach top5 that often anymore.
EDIT: You can check some bans in both XJ and CC where demos werent accepted due to these 2 scripts. Im pretty sure there are more scripts from this kind.
I've extended the restriction to jump and duck so you can't script them either (perfect bhop for example), thanks for the feedback!
Keep going Raptor, can´t wait to see it happen.
GJ guys
Can we get a +use spam tho ? I mean built-in, for high speed button pressing or so :D
Only the movement keys are affected, you can spam +use as much as you want!
Also, would it be actually possible to make autobhop style a thing and directly build it in the game? We even could add more "styles" if that's not too complicated.
This would requiere higher organization of the maps, gamestyle and so on, but pretty sure its possbile because they mentioned that theyd even could add a CS;GO kz movement.
Originally posted by hoLyAlso, would it be actually possible to make autobhop style a thing and directly build it in the game? We even could add more "styles" if that's not too complicated.
Yes please! Make autobhop on/off as an option for a map/course a mapper can choose in the map building tool. There is a fun 1.6 mod called speedrun I recently discovered and it's played standard kz maps as well as specially built for speedrun maps with ramps, slides and such. Would totally love to see it in kzmod and perhaps ramps wouldn't be bugged with ledges there anymore :)
Autobhop has been suggested quite a few times and it's something we can implement! More in depth requests for that can be looked at once the game is released, thanks!
Thanks!
Originally posted by p0kerI think FAME didnt really answer the question directly but yeah. jump;wait; jump and duck;wait;duck give you perfect bhops and you might get even permanent ban on some servers for using it.
I never understand why this is considered a cheat when bind jump on mousewheel isn't (in the kreedz scene). Does that mean you have to press space all the time and it works like a bhop script?
Binding jump on mousewheel is illegal in official counter strike leagues.
It's not. A lot of official counter strike leagues allowed binding jump on mousewheel, heck in the last years of 1.6 they even allowed doubleducks as well (on the wheel). There is a difference between a command bind and simply deciding for yourself which button you´d want to use. And tell me one thing - how people in current CS GO pro leagues still manage to make these bhops? Space anyone?
This is fame's explanation regarding the jump;wait script -
Game engine won't allow you to perform a jump if you already have +jump in previous frame. So in the following situation you will fail your bhop:
Frame State Commands
120 In air +jump;-jump (this is how jumps made on scroll look like)
121 On ground +jump;-jump
That +jump;wait script inserts "wait" command between each jump scroll thus forces engine to wait 1 frame before sending another jump scroll so your scroll distribution will look like this:
Frame Commands
253 +jump
254 -jump
255 +jump
256 -jump
257 +jump
258 -jump
259 +jump
260 -jump
Having +jump in each 2nd frame is what I call 'ideal distribution', with it you will maximum get 2 frames on ground and lose as less speed as possible. FYI, shNz has something like 10 bhops with 3 frames on ground in his bkz_goldbhop record, though he was lucky to get them on places where he didn't really need to have good speed.
So in other words with +jump;wait script you don't need to control your scrolling speed, just scroll as fast as you can and you will never get big slowdowns.
This thread will help you to understand how bhop works much better -link-
What about that script?
bind z +mfwd
bind s +mback
bind q +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
Originally posted by badgamerWhat about that script?
bind z +mfwd
bind s +mback
bind q +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
q
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