Author Topic: srj script  (Read 7338 times)

Offline SquiSHeR

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srj script
« on: July 06, 2009, 02:53:14 PM »
Hello

could someone please post his/her super rocket jump script? Years ago I had one which really nicely worked: it frooze the player, shot two rockets to the ground and then would release the player, letting him jump VERY high.

Currently I'm using the following, which not fully satisfies me:
alias LW "wait;wait;wait;wait;wait;wait;wait;wait;wait;wait"
alias LWX "LW;LW;LW;LW;LW"
alias LWX2 "LWX;LWX;LWX;LWX;LWX"
alias LWX3 "LWX2;LWX2;LWX2;LWX2;LWX2"
alias LWX4 "LWX3;LWX3;LWX3;LWX3;LWX3"
alias LWX5 "LWX4;LWX4;LWX4;LWX4;LWX4"
alias +srj "lookdown1;rjump"
alias -srj "lookdown2"
alias +srj2 "lookdown1;rjump2"
alias -srj2 "lookdown2"
alias lookdown1 "cl_pitchspeed 999999;+lookdown"
alias lookdown2 "-lookdown;cl_pitchspeed 200;-attack;-moveup;wait;wait;wait;centerview;cl_maxfps 167"
alias rjump "+moveup;+attack;wait;wait;wait;wait;cl_maxfps 8"
alias rjump2 "+moveup;+attack;lwx;cl_maxfps 0;"
bind shift +srj

I think the script I'm talking about made somehow use of cl_predict setting, which frooze the player on the client side. The new script above doesn't. Somebody knows other srj scripts?
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Offline [BTF] Reflex

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Re: srj script
« Reply #1 on: July 10, 2009, 08:22:27 AM »
ask Haloking if you see him on the servers
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Offline Paril

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Re: srj script
« Reply #2 on: July 11, 2009, 03:50:53 PM »
cl_predict just disables client prediction, it doesn't freeze the player.

I don't believe that there is a way to "freeze" the player, except for maybe cl_forwardspeed 0;cl_sidespeed 0

-Paril
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Offline X7

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Re: srj script
« Reply #3 on: July 29, 2009, 04:41:50 AM »
I found this Rocket jump, work good...
I also use this on the Xatrix servers with the Phalanx Particle Cannon. 
 :rocketright:


Code: [Select]
//**********************************************
//* Rocket Jump Quake 2 Alias - Custom Version *
//**********************************************
alias +rj "rj1;rj2"
alias rj1 "set cl_pitchspeed- $cl_pitchspeed;cl_pitchspeed 100000;wait;+lookdown;wait;-lookdown;set cl_pitchspeed $cl_pitchspeed-"
alias rj2 "set hand- $hand;hand 2;+moveup;+attack;echo Rocket Jump"
alias -rj "-attack;-moveup;set hand $hand-;centerview"


bind v "+rj"




X7
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Offline peewee_RotA

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Re: srj script
« Reply #4 on: July 29, 2009, 06:14:09 AM »
This works in 3.20 client:
Code: [Select]
alias +rj "+attack;wait;wait;wait;cl_maxfps 0"
alias -rj "-attack;wait;wait;cl_maxfps 100"
bind q +rj


Does not work with r1q2 because R1q2 will not allow maxfps less than 5


Basically here's how it works. When you set your cl_maxfps to 0 the server stops updating your position, although it seems to keep updating your velocity. So you will fire all rockets in real time as long as you hold in this button, but once you release it your position will finally be updated based on your massively accelerated velocity and you go flying.

I think that there was another way to accomplish this on 3.20 clients as well in which all of your shots would fire at once. It was a pretty useless exploit because you get stuck in place. But every so often you could fire 5 rockets at once and nail a fully stacked opponent coming around a corner. I've never used either, but I remember seeing the 5 rockets down a corner trick once or twice while screwing around.

Quadz, R1ch, and wifiman should know a lot more about the why and the how behind it. I just know the what :P
« Last Edit: July 29, 2009, 06:15:40 AM by peewee_RotA »
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GOTO ROTAMODS (rocketgib)
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Offline SquiSHeR

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Re: srj script
« Reply #5 on: October 13, 2009, 02:35:04 AM »
Hello again,

I tried all scripts I found:

x7: most time shoots just one rocket in front of me, in maybe 1 of 10 cases it works perfect just like i want it
http://tastyspleen.net/quake/forums/index.php?topic=11319.msg120254#msg120254

peewee: freezes the screen for 1 second but shoots only one rocket in front of me (as if lookdown wouldn't work)
http://tastyspleen.net/quake/forums/index.php?topic=11319.msg120255#msg120255
@peewee: could you have a look? It seems you forgot lookdown?

haunted: freezes the screen for 1 second but shoots only one rocket in front of me (as if lookdown wouldn't work)
http://tastyspleen.net/quake/forums/index.php?topic=1798.msg27392#msg27392

daelmun: works perfect, but fires more than one rocket and flys too high :(
http://tastyspleen.net/quake/forums/index.php?topic=393.msg5152#msg5152
I just read that dealmun died in a car accident :(

I'm using Q2 3.21 for Mac (Fruits of Dojo port).
« Last Edit: October 13, 2009, 02:47:03 AM by SquiSHeR »
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Offline X7

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Re: srj script
« Reply #6 on: October 13, 2009, 05:19:27 AM »
Here is where I got the Rocket Jump From.

Was on planetQuake  :(
http://console.planetquake.gamespy.com/
Its gone now...

The Internet Archive Wayback Machine has a backup of it.
http://web.archive.org/web/*/http://console.planetquake.gamespy.com/


The is where the Rocket Jump alias is at:

http://web.archive.org/web/20060409155143/console.planetquake.gamespy.com/tutorials/quake_2.html
2.3. Special Characters
2.3.1 Dollar Sign

The dollar sign is the $ character. This character is special in a sense that it allows for the substitution of a variable name preceded with the dollar sign character into the value which is held by that variable. The power of this is that you can display the values that variables hold and you can even copy the values from one variable to another, and back. This allows for an alias to copy the original value of a variable into a backup variable, change the value of the original variable to execute the alias, and after it is finished the original value from the backup variable is copied into the original variable. This way, the alias will return the variable to its original state.

Before this feature was implemented, all of the aliases which had to modify variables would change the variable to a preset value that was stored in the alias. This was problematic in that the player had to change every value in the alias so that those values would be put into the variables after the alias finished executing. If a player set a variable to a setting which was different than the one that appeared in the alias, then after the alias was executed the changes to that variable would be lost because the alias would set the variable into the preset value stored inside the alias.

Also, I would like to mention something about creating backup variables to store values from the original variables. I personally create a backup variable with the same name as the original variable, except that I append the character - to the end of the backup variable. So, if I made a backup variable of the name variable, the backup variable would be name-. By using this technique you can be sure of what the backup variable is holding. I think that this is a much better solution, than creating backup variables with extraneous names like temp, backup, or a. This is just a little thing I picked up while learning about Linux. :)

echo $name
echo $sensitivity

In the examples above, the echo command displays the value of the name and sensitivity variables.

set myname $name

In the example above the myname variable is created with the copied value from the name variable.

set coolname "$name is the Foo Master"
echo $name is the Foo Master

In the example above the coolname variable is created which takes the value from the name variable and appends the string " is the Foo Master" to it. In my case the value of the coolname variable would be "JakFrost is the Foo Master". The second example just displays the string "JakFrost is the Foo Master". These examples show that the displayed values can appear inside strings or strings can be appended to the values.

// Rocket Jump Quake 2 Alias - Custom Version
alias +rj "rj1;rj2"
alias rj1 "set cl_pitchspeed- $cl_pitchspeed;cl_pitchspeed 100000;wait;+lookdown;wait;-lookdown;set cl_pitchspeed $cl_pitchspeed-"
alias rj2 "set hand- $hand;hand 2;+moveup;+attack;echo Rocket Jump"
alias -rj "-attack;-moveup;set hand $hand-;centerview"

The example above is a version of the Rocket Jump alias which works no matter what is the setting of the hand variable. The alias above will save the value in a backup hand- variable, it will then set the value of hand to 0 so that the rocket is fired from the center of the body. After the alias is finished, the value from the backup hand- variable will be restored into the hand variable. This allows the player to hold the gun in any hand that he wishes, and still make this alias work. The same principle is used with setting the value of the cl_pitchspeed variable to allow instantaneous look down speed.



 :bigshades:


X7

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Offline peewee_RotA

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Re: srj script
« Reply #7 on: October 13, 2009, 09:09:24 AM »
I didn't add any look down (cl_pitchspeed?) commands because I made it up on the spot. I just remembered that the maxfps would also timeout your connection and tested it real quick before posting.

As for it only firing one rocket, you have to hold it in. You may have to play with it a bit to get it to work. It's just a proof of concept, not a fancy super config.
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Offline The Happy Friar

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Re: srj script
« Reply #8 on: October 13, 2009, 11:43:59 AM »
back in my "q2 noob" days I started using the script x7 posted.  I found it very handy.  :D  but imho I found it just as easy to do it myself.

but just an FYI:
Quote from: quadz
It was a q2admin kick for too many/rapid userinfo changes.  (For example, rapidly changing cvars like hand, skin, gender, fov, ...)

so, it could be very well possible that using that script to frequently could kick you from the server (the quote was from a PM I sent asking why my kids got kicked.  Ends up they were using the zoom bind very very rapidly).
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Offline peewee_RotA

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Re: srj script
« Reply #9 on: October 13, 2009, 12:19:34 PM »
back in my "q2 noob" days I started using the script x7 posted.  I found it very handy.  :D  but imho I found it just as easy to do it myself.

but just an FYI:
Quote from: quadz
It was a q2admin kick for too many/rapid userinfo changes.  (For example, rapidly changing cvars like hand, skin, gender, fov, ...)

so, it could be very well possible that using that script to frequently could kick you from the server (the quote was from a PM I sent asking why my kids got kicked.  Ends up they were using the zoom bind very very rapidly).

I posted a zoom bind on here once that ended in the same result. It basically set the zoom a lot really fast so that you could see it zoom in and back out.
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Offline soh

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Re: srj script
« Reply #10 on: April 19, 2011, 05:13:56 PM »
UjjXg6  <a href="hxxp://vjmglqzbuodt.com/">vjmglqzbuodt</a>, wkdnzhpibysz, [link=hxxp://rzuqslwjjnrs.com/]rzuqslwjjnrs[/link], hxxp://qcbqlifxjirf.com/
« Last Edit: April 19, 2011, 05:45:20 PM by Admin »
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Re: srj script
« Reply #11 on: April 19, 2011, 05:52:41 PM »
Looks like the forum cookie hijack bug again.

I've banned the spammer's IP (although probably a proxy) and reset the cookies...


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Re: srj script
« Reply #12 on: April 19, 2011, 06:31:20 PM »
I thought Thomas was at it again,  :oops: this time the necroposting is legit.
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Offline yahoo

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Re: srj script
« Reply #13 on: April 19, 2011, 06:31:47 PM »
prolly this guy is behind that cookie  :P

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Re: srj script
« Reply #14 on: April 19, 2011, 08:17:46 PM »
UjjXg6  <a href="hxxp://vjmglqzbuodt.com/">vjmglqzbuodt</a>, wkdnzhpibysz, [link=hxxp://rzuqslwjjnrs.com/]rzuqslwjjnrs[/link], hxxp://qcbqlifxjirf.com/

What the fuck! Lemme see this guy! :fight:
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    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
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    Racist Ignoramus

 

El Box de Shoutamente

Last 10 Shouts:

 

-Unh0ly-

March 18, 2024, 03:51:45 AM

https://www.youtube.com/watch?v=NjGjxwHT6ok

played guitar drums bass and sang cuz everyone too lame to start a band with me

0rbisson

March 14, 2024, 04:29:08 AM
HT1 or whatever the stupid map name is instant server killer. the map is trash, Everyone leaves
 

Costigan_Q2

March 10, 2024, 04:00:02 PM
This is my fave TS post.

And quadz posted it - some ppl must haaate that. :)
 

-Unh0ly-

February 29, 2024, 08:35:47 AM
MONDAY NIGHT RAILWARZ GAMES   74.91.120.171:27910 -- BIG FUCKIN GAMES.... LETS GO!!!!!!!
 

|iR|Focalor

February 29, 2024, 01:19:58 AM
 

|iR|Focalor

February 27, 2024, 12:23:01 AM

0rbisson

February 26, 2024, 11:38:19 AM
player "shogun" known hacker back on ts servers. http://forum.tastyspleen.net/quake/index.php?topic=21160.msg201752#msg201752
 

|iR|Focalor

February 17, 2024, 10:11:59 PM
 

Costigan_Q2

February 16, 2024, 07:45:01 AM
Almost 4 months ey? that's a new record.

Last accepted: profile;u=7126
Date Registered:17-10-2023
WaKy-FeLa

Last registered: profile;u=7150
Date Registered:09-02-2024
damsonpharmacy

0rbisson

February 14, 2024, 10:51:18 PM
pings back up to 400+ on dm

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