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 Grenade Script

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Y.g.P|t3hbeast

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PostSubject: Grenade Script   Tue Jun 07, 2011 5:11 pm

Ok so I'm working on a script that will pull our grenades out, throw one, say to your team "grenade @ $crosshair", and switch back to your primary. This is what I have so far, there are some bugs that I do not know how to fix with it. If anyone can figure out what to do I would appreciate it

/bind f ut_weapontoggle grenade; +attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weapontoggle primary

It only works when you press ~ and you have to press it multiple times for the commands to activate. Also it uses both grenades, says the grenade part, then switches to primary and fires until all ammunition is expended. I do not understand what is wrong with this.
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PostSubject: Re: Grenade Script   Tue Jun 07, 2011 5:43 pm

i think you have to -attack or else it will keep on thowring nades? right after +attack?

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DA

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 2:25 am

t3hbeast wrote:
/bind f ut_weapontoggle grenade; +attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weapontoggle primary
Where is the delay ? This script is done in a blink of an eye while weapon change takes a long time.

This is my modification but it won't execute the +attack :

Code:
set thrownade "ut_weaptoggle grenade; wait 500; say_team ^2Grenade ^1@ ^2$crosshair; +attack; -attack; ut_weaptoggle primary"

bind f "vstr thrownade"

Can anyone make the "+attack" work ?
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DA

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 4:27 am

Well I came up with this. It works but I'm not happy with it. When you have no nades it starts shooting.

Code:
set thrownade "ut_weaptoggle grenade; wait 100; +attack; wait 100; +attack; wait 100; -attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weaptoggle primary"
bind p "vstr thrownade"
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Y.g.P|t3hbeast

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 4:41 am

I don't have the fire issue you described, also 100 is too short, the grenade is never released.


This is what it looks like in my config

Code:
set thrownade "ut_weaptoggle grenade; wait 150; +attack; wait 150; +attack; wait 150; -attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weaptoggle primary"
bind p "vstr thrownade"

and it works, the only issue I have with it is that there is no control over movements during this.
^
I have fixxed this-----------|

When it activates you must be standing still otherwise you will possibly move out of your cover and die.
^
This is no longer necessary--------|


This is my newest edit and it works almost perfectly

Code:
set thrownade "ut_weaptoggle grenade; wait 130; +attack; wait 130; +attack; wait 100; -attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weaptoggle primary"
bind f "vstr thrownade"
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DA

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 5:59 am

t3hbeast wrote:
I don't have the fire issue you described
Strange bc it should fire the current weapon when you have no nades.

The 1st thing the script does is toggle to nades. If no nade is available the toggle is disregarded. That's why the script makes 2 bursts of firing the current weapon.

t3hbeast wrote:
also 100 is too short, the grenade is never released.
Yep the delay which you preset depends on the ping of the server and the cpu speed of your pc. I only tried the script on low ping servers.

t3hbeast wrote:
This is what it looks like in my config
Code:
set thrownade "ut_weaptoggle grenade; wait 150; +attack; wait 150; +attack; wait 150; -attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weaptoggle primary"
bind p "vstr thrownade"
The only problem you have now is that you're making a delay of about 1/2 a second of which about a 1/4 second to actually throw the nade. Maybe reducing the delay to as short as possible and even experiment with the seperate delays themselfs or even remove one if it still keeps on working... as long as it still works for you on all kinds of ping of gameservers Very Happy

t3hbeast wrote:
the only issue I have with it is that there is no control over movements during this. When it activates you must be standing still otherwise you will possibly move out of your cover and die.
Yep the bind needs to finish first before you can do anything else. That's the reason you need to experiment with those delays. The shorter the beter.


Last edited by DA on Wed Jun 08, 2011 8:18 am; edited 2 times in total
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Y.g.P|t3hbeast

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 6:02 am

It appears that this is the minimum the delays can be

Code:
set thrownade "ut_weaptoggle grenade; wait 130; +attack; wait 130; +attack; wait 100; -attack; say_team ^2Grenade ^1@ ^2$crosshair; ut_weaptoggle primary"
bind p "vstr thrownade"
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Y.g.P|t3hbeast

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PostSubject: Re: Grenade Script   Wed Jun 08, 2011 5:03 pm

I was told to try this buy a member of fda| he says:



t3hbeast you should make your script with +vstr so you can trigger 2 events the first on key press and the second on key release.
Code:
set thrownade1 "weapon 11; wait 10; +attack; wait 8"
set thrownade2 "-attack; wait 8; ut_weaptoggle primary"
bind f "+vstr thrownade1 thrownade2"

The unfortunate thing is I cannot come up with a way to actually make it do what we want it to do. Any ideas?

Also, another issue is that these quite possibly may not be 'legal' for leagues. If I get word that it isn't 'legal' we will discontinue this project, until then lets keep this going.
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DA

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PostSubject: Re: Grenade Script   Thu Jun 09, 2011 3:33 am

t3hbeast wrote:
set thrownade1 "weapon 11; wait 10; +attack; wait 8"
set thrownade2 "-attack; wait 8; ut_weaptoggle primary"
bind f "+vstr thrownade1 thrownade2"
Sure, that works but it's not the script you asked for.
Using this script you can change it in the following way :
Code:
set thrownade1 "weapon 11; wait 10; +attack; wait 8"
set thrownade2 "-attack; say_team ^2Grenade ^1@ ^2$crosshair; wait 8; ut_weaptoggle primary"
bind f "+vstr thrownade1 thrownade2"
You asked for a script which throws the nade and switches back to the pri weapon. This script will not do that bc it depends on how long you press the "f" key. If you press/release too quickly you will NOT throw a nade and you will not be able to defend yourself at that time bc you're busy trying to throw the nade.
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Y.g.P|t3hbeast

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PostSubject: Re: Grenade Script   Thu Jun 09, 2011 4:34 am

Ahhh, I see, Thanks for clearing that up for me DA. I did not think it was what I originally had in mind nor did it make sense to me when I tried to use it. It seems so far that our script is 'legal' since it does not ultimately find a way around any normal penalty the game would give, such as the drop-shot sr8 or the r_intensity script, infact most would call our script dangerous because it does not give us the ability to cook the grenade, and it also prevents us from being able to defend ourselves during its actions. That is why fda|ObScUrE gave me that script I posted above, it gives you the chance to cook the grenade and do the other steps we wished to have.
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