Kerbs script functionality
I've been able to track down a script I really liked when I played T2 oh so long ago: Kerbs Scripts. These give you mortar and GL reticles with scaleable drop-down sights. Anyhow, I snagged the .vl2 from:
http://gamefiles.androctasiae.net/tribes2/scripts/
But installing this to my Gamedata\base directory doesn't appear to work. When I fire up T2 and bring up the settings menu, I don't see a "scripts" tab appear as I'd expect.
Any ideas what I may be doing wrong?
Thanks.
http://gamefiles.androctasiae.net/tribes2/scripts/
But installing this to my Gamedata\base directory doesn't appear to work. When I fire up T2 and bring up the settings menu, I don't see a "scripts" tab appear as I'd expect.
Any ideas what I may be doing wrong?
Thanks.
Comments
You are running support.vl2, right?
Now that I've got Kerbs script installed, I'm thinking I used something else for mortar / grenade reticles. The reticles don't look like what I remember -- I could swear the visual was a solid vertical line with distance ticks at several intervals.
I also remember it was more accurate than what I'm seeing with Kerbs. My usual MO as a heavy would be to sight with my laser, try to adjust based on height, and then aim according to the reticle ticks. The Kerbs reticles don't appear to be all that accurate.
oops qfiremissions is what its called
However, it is regarded as a cheat, if I remember correctly, so I won't link to it.
He said they are not regarded as cheats. I was suprised as well.
Kerb's rets have been modified by a number of scripters at various times. The version that i use lets you toggle between reticle colours, and has been updated to be accurate for classic.
DT has code that allows you to set a maximum height for waypoints, which is basically there to take some of the accuracy out of spamming using waypoints, but does not go so far as to make it impossible. (ie, but removing the ability to create waypoints at arbitrary positions via script). There are plenty of ways to spam with waypoints that are on the surface of the map, it's just a bit more annoying to set up.
I never used autopoints, so i don't remember what DT does or doesn't do. I do know that it didn't block the ability of one to create a waypoint on an enemy through the CC though, because my playerwaypoint script was not broken by it. I was never a fan of the way autopoints interacted with other waypointing scripts because of the limit on the amount of waypoints that any player can have at any particular time.
In T1 people had all sorts of low tech ways to spam, including, as you say marking up their monitor, and countless hours of memorization.
I assume that that code wraps the server side of createClientTarget(%obj_id, %position), which autopoints and the various spam scripts use(d) to create targets based on a position, or a player. My playerwaypoint script uses targets created by the CC, and calls target.createWaypoint(%name) on them, so it kept on working fine.
I'm glad to hear the TR gvae you, or you otherwise obtained, the source for DT. I await the tribesnext anti cheat.