Scripting, cheating or not?

Like for example a script that would automatically change to a different weapon and back again after firing a shot with the Sniper rifle in TF2. Before they fixed it this bypassed the reload animation meaning anyone who did it could shoot faster than someone who let the gun reload properly. That is a bonafide unfair advantage right there and you can't view that as "convenience" since the whole intention of it was to circumvent an intended game mechanic designed to reduce your possible damage output (the reload animation).
This is a technique I have used since old days sniping in cs, I've never used a script for it though, always pressed the last selected weapon key twice (I actually had it bound to 2 keys), yes it was exploiting a situation (allowing you to fire faster), but it was an accepted method until they made the time it takes to bring out the sniper slower... which was more annoying than people gaining a few ms between shots
 
I've been lucky in most games I've played that I haven't really noticed it, but there have been occasions in the past where scripting HAS exploited aspects of the games (Im thinking mainly Source games as that's what my experience has mainly been with) that aren't intended.

Like for example a script that would automatically change to a different weapon and back again after firing a shot with the Sniper rifle in TF2. Before they fixed it this bypassed the reload animation meaning anyone who did it could shoot faster than someone who let the gun reload properly. That is a bonafide unfair advantage right there and you can't view that as "convenience" since the whole intention of it was to circumvent an intended game mechanic designed to reduce your possible damage output (the reload animation).

Likewise auto pistol scripts - whilst people will whine about how it's possible to do the same manually in reality it just isn't, they know it isn't, because if it was they wouldn't need to use a script at all. If it conferred no advantage to them then it would be useless, and they wouldn't use it. The whole "convenience" crap is a smokescreen.

I think there may be scripts for that in Killing Floor too. I don't remember now if they fixed it or not... the Crossbow, Hunting Shotgun and M79 Nade Launcher are all 1 shot weapons which you could bypass reload animation for in the past. At least with this its not a versus format though.

Yeah i've seen numerous people try to claim its possible to fire that fast in reality. Its not, maybe you can get that fast briefly but your accuracy goes down the pan and you lose all control of your mouse through clicking that fast.

I feel strongly enough about it that I won't play with people when I notice they do stuff like this. If they can't play properly instead of being a cyborg then I've got no time for them.

Indeed, i try not to. The thing is 1 of them who does this sorta thing we know use to have a paid multihack since he eventually admitted it when we confronted him about it (he'd denied it before even though it was fairly obvious so we took to recording it). You can't be sure he doesn't still hack unfortunately but i know he's still scripting.
 
I do, force of habit

You can try but there will always be times when you don't that the script would make sure you did. Its possible to get very, very close to it, but you'll never manage to do it all the time in those brief moments between shooting and melee'ing or things like that. Even if you do, the script will do it the instant its possible and those milliseconds can easily be the difference between a shell and no shell when your taking a moment to aim.
 
In very simple terms I agree with what Durzel wrote a few posts up.
The point of playing a game for me is to overcome and obtain victory off the back of my own rational thinking, skill and talent at playing the game.

From the standpoint of "is this cheating" or not, it really depends what the definition of cheating is. If you're intent on abusing the freedom of cvar commands or loopholes in what the engine / code allows by creating a script, you're basically going out on a limb to enhance your experience over and above what would normally be possible with the controls and functionality the game developers have provided.

Whilst this might not be strictly "cheating" as the engine allows it, ethically and morally this is pretty corrupt as you're clearly gaining an advantage over players without the script, otherwise why do it at all. If you're that way inclined then it just goes to show what sort of person you are, anyone who turns around and doesn't freely admit they use such tools as an advantage and try to justify it with all sorts of limp reasons are just denying the obvious, they're scared of their own personal failure playing the game normally.

In my opinion, becoming reliant on such methods is pretty damn sad and just dulls the competitive edge to the game play, if I knew I was against someone using a script to enhance certain actions to gain an edge over me it would take away from my experience and I'd probably quit.

The one thing I will mention whilst I'm here, and I haven't looked for any material to back this up, but I do remember valve did crack down on this issue in L4D1 pronouncing scripts such as the infinte melee script and classed it as cheating. Mostly because people were altering the game in ways in which it was not meant to be played to gain an advantage, which is why I'm fairly sure they added a cool off period into L4D2.

So to be honest, yeah I'd say it was cheating, certainly cheating your fellow gamers who don't use pathetic bolt ons and scripts because they can play the game themselves without automation.
 
This is a technique I have used since old days sniping in cs, I've never used a script for it though, always pressed the last selected weapon key twice (I actually had it bound to 2 keys), yes it was exploiting a situation (allowing you to fire faster), but it was an accepted method until they made the time it takes to bring out the sniper slower... which was more annoying than people gaining a few ms between shots
Just because it's "accepted" by the people you associate with doesn't make it any the less questionable. The reload animation exists for a reason - that reason being to restrict how fast you can fire, the exact time it takes to reload is a factor in intended game balance. Circumventing this animation in order to make it possible to shoot faster is whichever way you want to slice it gaining an unfair advantage.

Again the logic that "anyone can do it" doesn't absolve responsibility.
 
The one thing I will mention whilst I'm here, and I haven't looked for any material to back this up, but I do remember valve did crack down on this issue in L4D1 pronouncing scripts such as the infinte melee script and classed it as cheating. Mostly because people were altering the game in ways in which it was not meant to be played to gain an advantage, which is why I'm fairly sure they added a cool off period into L4D2.

If your talking about what i think you are, then that wasn't really scripting, that was pure exploiting. True you could script it too but the basis behind it was an exploit. I guess what you mean is the Melee Exploit where you could just hammer melee while using mouse scroll to change weapons. I always thought it was hilarious seeing people use this (then better yet, using it to exploit the Door in NM3) and simply turned around and said 'its in the game so Valve must've intended it', some people would rather believe anything than admit that they just suck.

On a side note i did find 1 video of it amusing where the guy takes on a horde of zombies using Bruce Lee sound effects then punches the last 1 in the face with a bottle of Pills.
 
Just something i thought i'd ask after the 'cheating, would you?' thread appeared.

Do you think scripts are cheating or not? You know the type i mean. Looking at Left 4 Dead.

Pistol Scripts that allow you to fire faster than you could possibly pull the trigger at the touch of a button so you can easily maintain accuracy.
Reload Scripts, auto-reload at every possible opportunity, common excuse is 'so i don't have to keep reloading', cheating because you'd never forget in the heat of battle because its done for you.
360 Melee Scripts where whenever you melee with a weapon you do a very quick 360 spin to hit off everything around you.

Personally i think they're cheating, plain and simple. Can't be bothered to reload your shotgun? Use a Script. Can't be bothered to aim? Use an aimbot. The only difference is semantics.

Yer very much so I tried them out on campaign the one night with Collo and hobnobz, totally gay. I can tell you 90% of the people we used to play l4d with used scripts.

Half the fun of using a shotty in l4d1 was when the **** hit the fan you went to fire but had forgotten to reload. *Bunny hop to melee like crazy*

the 360 meele you talk about in l4d2 is a total cheat imo. A button that auto does anything for you and is not in the options for everyone to use is cheating, not just the game but yourself.

What kinda idiot as to use scripts to fire and reload for them ? Might as well not play the game and just press a button and let it do everything for you.
 
*youtubes Hostage Jumping*

>< I think i missed it :p You could do something similar in L4D with the Minigun though.
 
This is a debate that's been had in the Quakeworld community for over 10 years now. QW has the most advanced user-side scripting I've seen in any game (let me put it this way, my config is 139KB in size!).
Essentially we've now got to a situation where the following are generally blocked in leagues:

-Scripts linked to movement binds, for example to facilitate auto-took reports and timers
-Advanced rocketjump scripts i.e. one that combine changing your view (typically 180 degree rotation) with shooting and jumping
-Automatic skin changing based on status (health/armour/weapon)
-Movement scripts that make it easier to run faster by alternating strafe without releasing a key first

The following are generally accepted and have widespread use nowadays:

-Weapon scripts that automatically select and fire weapons, e.g. you have mouse1 to shoot RL, mouse2 for shaft, mouse3 for GL etc.
-"sg scripts" that automatically change weapon back to shotgun after firing (to reduce the likelihood of dropping a weapon in your backpack when you die). This is one of the most controversial as it has a big impact in team games where weapon control is important.
-Advanced teamplay scripts using IF-ELSE type syntax to change message reports based on your location, status and so forth
-Changing graphics/hud settings based on current weapon etc

Generally speaking scripting isn't regarded as cheating per se, it's just streamlining some functionality (stuff like multi-purpose teambinds can hardly be called a cheat when some teams are using voice comms).
 
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It seems like a lot of the accepted ones don't give inhuman advantages though. Changing HUD settings could depend but it sounds more like major functionality for a long term unpatched game. The teamplay message reports sounds more like something that should just be automated by the game.

Though i wasn't saying all scripts are cheats, merely ones like the Advanced Rocketjump script you mentioned.
 
Personally I find the use of scripts a bit turn-off for playing PC games online. If I get beaten then I like to know it's down to the other person/team being better not because they have a bunch of advantages (minor or otherwise) that I don't because I couldn't be bothered or didn't know it was possible to setup scripts.

If you take the scripts listed by HangTime, it's hard to say any don't give an advantage and I would class them all as cheating. No offense meant to HangTime at all, I realise that this is just how things are but it puts me off getting involved because I don't have the time to configure scripts just so I can compete fairly.

Personally, the only way I see that something can't be classed as cheating is if it is easily available to everyone (like a simple menu option such as toggling a crosshair on/off). To say that a script, that automatically swaps your weapon so your opponent can't steal it if they kill you, isn't cheating is actually pretty funny, on what level is that not cheating? You make the choice on what weapon to use and balance the risk/reward, you can equip the better gun but the risk is that your opponent can take it if they kill you, removing that risk is definitely cheating in my book.

It's a bit sad really that so many people can't face the idea of defeat, no wonder they spend so much time playing games, real life and its various ups and downs must be hard to take. There's no script to stop you getting fired, not getting the girl you want or stopping people you care about getting hurt.

Console gaming is far from perfect (trust me, I'm in NZ so the lack of servers is a major pain) but for someone like me who just wants to play online for a few hours each week it's much more accessible. I do enough programming at work, I don't want to have to do it just so I can relax whilst playing a game, after all it's meant to be fun!
 
The teamplay message reports sounds more like something that should just be automated by the game.

Well it is to some extent, the latest releases of ezQuake (the most modern client) include examples of such aliases so that players can bind them. But they are probably more advanced that you might expect, I mean they are the sort of thing that I've not seen in other games, and crucially are completely customisable, so clans can get their messages looking exactly like they want.

As an example, you might have a script that reports your status but adds or removes bits based on what location you are at. So if you are near the lightning gun area and don't have a good weapon you might want the report to say how many cells (the ammo for that weapon) you have, so that teammates will leave it for you to pickup. Whereas elsewhere on the map that information would be superfluous, so it is removed.
 
I reload most of the time, but when you got a horde coming at you, you forget, it starts reloading you think oh **** and switch to pistols, thats what they are there for.

as for scripting, its how a noob plays a game, and yes depending on what it is, it can be classed as cheating.
 
Well it is to some extent, the latest releases of ezQuake (the most modern client) include examples of such aliases so that players can bind them. But they are probably more advanced that you might expect, I mean they are the sort of thing that I've not seen in other games, and crucially are completely customisable, so clans can get their messages looking exactly like they want.

As an example, you might have a script that reports your status but adds or removes bits based on what location you are at. So if you are near the lightning gun area and don't have a good weapon you might want the report to say how many cells (the ammo for that weapon) you have, so that teammates will leave it for you to pickup. Whereas elsewhere on the map that information would be superfluous, so it is removed.

Pretty in-depth then. Sounds closer to a utility than a script in practice. I mean you couldn't class it as cheating because the benefit of it is essentially what your team makes of it, if your clan is no good it doesn't matter how well scripted it is, it won't make your team leave the Lightning Gun.
 
BF2 was ripe with it why I have given up playing it and no doubt BF Bad Company will be as well .

Some of the moves you think people are doing are impossible then they are ,anti recoil script was the biggest hate of mine and single shot macro faggots , Its why i gave up playing at 50K .
 
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Depends on the script. Auto-reload script isn't cheating, I mean it doesn't give you any advantage - it just means you don't have to keep pressing a key (saves my poor tendons). Whereas pistol fast fire is 100% cheating, because it isn't replacative by hand. Even if your super skilled no one can consistently reach that rate of fire consistently...
 
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