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Scripts
http://classictw.com/viewtopic.php?f=15&t=35007
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Author:  tbarlow [ Thu Feb 02, 2017 7:55 pm ]
Post subject:  Scripts

I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow

Author:  LoneStar [ Fri Feb 03, 2017 12:01 am ]
Post subject:  Re: Scripts

I have an idea I don't think anyone has tried:

Turn on all delays to their maximum. Make ports regen 50%, max 5k product, increase photon wave 10seconds, and give ships only enough holds to twarp a few hops, make planets hold virtually nothing in product and hold tiny amounts amounts of Cols and fighters.

In other words: remove the reason people use scripts in the first place: working with a massive planet with massive ships and a massive grid. Only a die hard player would play a game like that :)

P.s. There's nothing you can do about macros ;)

Author:  T0yman [ Fri Feb 03, 2017 2:31 pm ]
Post subject:  Re: Scripts

LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.

Author:  tbarlow [ Fri Feb 03, 2017 5:28 pm ]
Post subject:  Re: Scripts

thanks Guys

Author:  LoneStar [ Fri Feb 03, 2017 8:16 pm ]
Post subject:  Re: Scripts

T0yman wrote:
LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.


Don't know; never played on a server at that setting, that I'm aware of.

A script is essentially a Macro wrapped in lots of conditional-code. I think people are addicted to, more than Scripts: Speed. I suppose my point is; remove the speed in whatever way you think makes sense. :wink:

Author:  The Bounty Hunter [ Sat Feb 04, 2017 1:35 am ]
Post subject:  Re: Scripts

T0yman wrote:
LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.



Lol, with that setting one may be able to type to fast. :)

Author:  Cruncher [ Sun Feb 05, 2017 1:05 pm ]
Post subject:  Re: Scripts

tbarlow wrote:
I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow


The only way to disable TWX Proxy is to run the old HVS MBBS version, of course you'll also need MBBS server software. When I first returned I did play on the old HVS MBBS game to verify that TWX Proxy DID NOT work there, but Swath did, all except for the hyper function that aborts display on space, that was not an option in the old version.

Of course, the old HVS MBBS version is chock-full of bugs, but still a "hoot" to play if that was the first version you were exposed to like I was.

Player Macros will always work in any version of TW since they are only a combination of keystrokes.

Author:  Micro [ Mon Feb 06, 2017 9:39 am ]
Post subject:  Re: Scripts

Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)

Author:  Cruncher [ Tue Feb 07, 2017 11:53 pm ]
Post subject:  Re: Scripts

Micro wrote:
Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)



Only the ones who don't want to play with/against scripts.

Author:  Comet [ Tue Feb 07, 2017 11:58 pm ]
Post subject:  Re: Scripts

Micro wrote:
Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)



Good idea... Don't you think most scripters would find a way around that? :shock: :shock:

Author:  Micro [ Sun Feb 12, 2017 12:38 am ]
Post subject:  Re: Scripts

Sure, but there are only 3 left, and none of them are interested.

Author:  Star Killer [ Sun Feb 12, 2017 1:04 am ]
Post subject:  Re: Scripts

Micro wrote:
Sure, but there are only 3 left, and none of them are interested.


6 if you count them twice

sk

Author:  Cruncher [ Sun Feb 12, 2017 5:15 pm ]
Post subject:  Re: Scripts

tbarlow wrote:
I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow


Or you can use some of the settings I use to discourage trigger scripts.

1) Time Limit Game
2) Max movement delay for planets
3) Max movement delay for photons
4) Disable reading daily logs from game menu
5) Disable "# see who's online" from the game menu
6) Ship movement delay set to constant 250ms

Use the game Announcements to post your rules and enforce them. Rarely have I had to ban a player, but duping is strictly prohibited.

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