Are client-side scripts considered cheats?
I found a bunch of scripts that seem to be useful, but some seem to give me a slight advantage, and I'm not sure if they're considered cheats or not. For example, I know a script that keeps a kill count shouldn't be a cheat, but what about others that give you a warning about something or more precise sniping?

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THANK GOD THAT REAPLYING THE PATCH WORKED,BUT I THINK IT OVERWRITED TEH SCRIPTS :-( IM JUST LOOKING FOR A FLAG SCRIPT I SEE PPL WITH THEM EVERYTIME AND I CANT GET IT :'(
YAY I DINT LOST SCRIPTS IT HAS EVEN AN SCRIPT MENU!!! YEEEHAAA!!! ;D
Dude put the link back but contact the mods so they can block the vl2 file that contains the auto-missle fire cheat so we can install all these scripts(we lose loadouts and need to reaply ttribesnext patch but it works) without any cheaters! :-)
Sorry if this is a stupid question, but is there a forum or something I should go to to report this, or do I just PM Thyth or what?
http://www.fabriceroux.com/tribes/scripts.html
// #autoload // #name = Sniper // #version = 0.1 // #date = 01 01 2010 // #edit = Blakhart // #warrior = Blakhart // #description = alters interpolation on laser rifle mount // #category = clientside prediction enhancement // #status = Beta (just like the rest of the game lol lol) $SniperBind = 0; $Sniper = 0; function Sniper(%val) { if(!%val) return; $Sniper = !$Sniper; if($Sniper) { clientCmdBottomPrint("Interpolation Reduction: \c6Enabled", 2, 1); } else { clientCmdBottomPrint("Interpolation Reduction: \c6Disabled", 2, 1); $Player::maxLatencyTicks = 0; $Player::maxPredictionTicks = 30; $Player::maxWarpTicks = 3; $Player::minWarpTicks = 0.5; } } package Sniper { function clientCmdSetWeaponsHudActive(%slot, %ret, %vis) { Parent::clientCmdSetWeaponsHudActive(%slot, %ret, %vis); if(%slot > -1) { if($Sniper) { if( $WeaponNames[%slot] $= "SniperRifle" ) { $Player::maxLatencyTicks = 1; $Player::maxPredictionTicks = 1; $Player::maxWarpTicks = 2; $Player::minWarpTicks = 2; } else { $Player::maxLatencyTicks = 0; $Player::maxPredictionTicks = 30; $Player::maxWarpTicks = 3; $Player::minWarpTicks = 0.5; } } } } function OptionsDlg::onWake(%this) { if (!$SniperBind) { $RemapName[$RemapCount] = "\c6vInterpolation Reduction"; $RemapCmd[$RemapCount] = "Sniper"; $RemapCount++; $Sniper = 1; } parent::onWake(%this); } }; activatepackage(Sniper);dude auto-missle can completely change the game,when you lock and you are going to fire and it unlocks,it was fair,but when a missle auto-fires,it aint fair for the enemy bomber pilot/shrike driver/tank driver/flag capper.
flares arent fair
if a guy takes enough time to get a tone he should get a kill
// #autoload // #name = Automissile // #version = 1.55 // #date = September 09, 2001 // #category = Automation // #author = John Kelly // #warrior = DeLukas // #email = DeLukas@thzclan.com // #web = http://www.thzclan.com // #description = Adds a toggle button for automated missile fire // #readme = scripts/autoexec/delukas/automissle.txt // #status = release // --------------------------------------------------------------------------- // Copyright John Kelly 2001 // Distribution of this file allowed as long as copyright information // remains intact. if(!isObject(Inventory_Support)){ //error("TEST LOADOUT !!!"); exec("support/loadout.cs"); } function MissileToggle(%val) { if (%val) { //at keypress //commandToServer('TeamMessageSent', "Key Press"); if ($MissileIsToggled){ //is it already on? //commandToServer('TeamMessageSent', "Toggled off"); $MissileIsToggled = false;//if yes turn it off %time = 0; schedule((%time += 250), 0, AutoMissileOff); //commandToServer('TeamMessageSent', "Toggle OFF"); } else{ $MissileIsToggled = true;//if no turn it on //commandToServer('TeamMessageSent', "Toggle ON"); if(loadout.getCurrentWeapon() $= "MissileLauncher"){ //commandToServer('TeamMessageSent', "ML"); %time = 0; schedule((%time += 250), 0, AutoMissileOn); if($ALocked){ if(($mvTriggerCount0 & 1) == 0) missileFire(); } } } } } function AutoMissilehudMover() { if (isObject(HM) && isObject(HudMover)) hudmover::addhud(AutoMissileNotifyHUD, "AutoMissile"); } function AutoMissileOn() { //commandToServer('TeamMessageSent', "HUD ON"); AutoMissileNotifyHUD.position = "348 229"; if (isObject(HM) && isObject(HudMover)) AutoMissileNotifyHUD.position = $hudposAutoMissileNotifyHUD; AutoMissileNotifyHUD.visible = 1; } function AutoMissileOff() { if ((!(loadout.getCurrentWeapon() $= "MissileLauncher")) || (!$MissileIsToggled)) AutoMissileNotifyHUD.visible = 0; } package MissileToggle { function clientCmdSetRepairReticle() { parent::clientCmdSetRepairReticle(); %time = 0; // commandToServer('TeamMessageSent', "Repair"); schedule((%time += 250), 0, AutoMissileOff); } function clientCmdSetWeaponsHudActive(%slot) { parent::clientCmdSetWeaponsHudActive(%slot); if($WeaponNames[%slot] $= "MissileLauncher"){ if($MissileIsToggled){ //commandToServer('TeamMessageSent', "Toggled and Mounted"); %time = 0; schedule((%time += 250), 0, AutoMissileOn); } } else{ %time = 0; //commandToServer('TeamMessageSent', "Not Missile Laucher"); schedule((%time += 250), 0, AutoMissileOff); } } function GameConnection::onTargetLocked( %con, %state ){ if( %state $= "true" ) { $ALocked = true; if( !%con.targetTone ) { %con.targetTone = alxPlay( "sLockedTone", 0, 0, 0 ); if($MissileIsToggled){ if(($mvTriggerCount0 & 1) == 0) missileFire(); } } } else { if( %con.targetTone $= "" ) return; $ALocked = false; if( %con.targetTone ){ alxStop( %con.targetTone ); if(($mvTriggerCount0 & 1) == 1) missileFire(); } %con.targetTone = ""; } } function OptionsDlg::onWake( %this ) {//Classic key binding if($MissileToggleBind $= "false") { $RemapName[$RemapCount]="AutoMissile"; $RemapCmd[$RemapCount]="MissileToggle"; $RemapCount++; $MissileToggleBind = "true"; } parent::onWake( %this ); } function PlayGui::onWake( %this ) { parent::onWake( %this ); if(!isObject(PlayGui)) return; if(isObject(AutoMissileNotifyHUD)) PlayGui.remove(AutoMissileNotifyHUD); new GuiTextCtrl(AutoMissileNotifyHUD) { profile = "CenterPrintTextProfile"; horizSizing = "relative"; vertSizing = "center"; position = "348 229"; extent = "140 22"; minExtent = "8 8"; visible = "0"; helpTag = "0"; text = "AUTO"; maxLength = "255"; }; AutoMissilehudMover(); PlayGui.add(AutoMissileNotifyHUD); } function missileFire(%val){ $mvTriggerCount0 += $mvTriggerCount0 & 1 == %val ? 2 : 1; } }; $MissileIsToggled = true; $MissileToggleBind = "false"; $ALocked = false; activatePackage(MissileToggle); //Run this script