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  1. #1
    xdcmasterx's Avatar
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    Is a slipdash script possible?

    Would it be possible to make a program to automatically press slip dash for you when it detects enemy attack?

  2. #2
    Nico's Avatar
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    No since it'd have to predict an attack.

  3. #3
    Hell_Demon's Avatar
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    Quote Originally Posted by Nico View Post
    No since it'd have to predict an attack.
    Damage/attack is dealt at the end of the attack animation, so theoretically if you'd check the attack flags you should be able to evade before it hits you most of the time(especially with the slower moves)
    Ah we-a blaze the fyah, make it bun dem!

  4. #4
    maddoggy00's Avatar
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    Is this for real? What's the point of any game if you script something to play for you instead of enjoying the challenge? Grinding is another story... don't see how the two would at all connect here.

    As of 9/17, I will be away for a few days due to medical reasons. Should be back up soon. Please refer to a GM or other mods in whatever particular section you need help with.



    Quote Originally Posted by Nico View Post
    I'm playing legit with my hacks
    MSN/Email/Skype: maddoggy00@aol.com
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    Tutorials for consoles and hacks

    Woo.exe Oath Mode with Next Map option, Follow-Bot, Master map (runs any S1 map), Two Moons, Mining. Requires a .dll with hacks for full functionality.

  5. #5
    dewdew's Avatar
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    One can check what animation, and probably the frame number an npc is currently doing so yes it is possible.

  6. #6
    Wasabixi's Avatar
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    hmm, sounds potential. Too bad Vella counter require precise direction facing.

  7. #7
    dewdew's Avatar
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    I'm not sure if we could do it for projectile-based attacks like glas' balls/ elchulus black balls/ etc. plus, latency/ping should be taken into account for projectiles since it's damage is host-sided unlike melee attacks which are client-sided, meaning you'll have to slipdash/counter/whatever in advance depending on the latency.

  8. #8
    Wasabixi's Avatar
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    Quote Originally Posted by dewdew View Post
    I'm not sure if we could do it for projectile-based attacks like glas' balls/ elchulus black balls/ etc. plus, latency/ping should be taken into account for projectiles since it's damage is host-sided unlike melee attacks which are client-sided, meaning you'll have to slipdash/counter/whatever in advance depending on the latency.
    not if you are the host

  9. #9
    dewdew's Avatar
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    Quote Originally Posted by Wasabixi View Post
    not if you are the host
    You have a default latency of 50ms as a host, not including entity interpolation.

    ---------- Post added at 04:41 AM ---------- Previous post was at 04:38 AM ----------

    ** It goes up depending on your hardware

  10. #10
    Nico's Avatar
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    Quote Originally Posted by Wasabixi View Post
    not if you are the host
    Thats the problem with the Source Engine, even when hosting you have a small latency.

  11. #11
    Wasabixi's Avatar
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    Too technical for me, I guess it's suffice to say that it's not impossible, but impractical to make a slipdash/counter/hit detection script.

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