Detecting automap?

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Detecting automap?

Postby LilWhiteMouse » Tue Jul 20, 2010 11:36 pm

Is there any way to detect if the player has the automap open? I have a script that displays a map of a hub with your current location, but the only way to access it is via a new keybind. I'd rather detect the automap, and display my hub map automatically.
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Re: Detecting automap?

Postby Ceeb » Tue Jul 20, 2010 11:50 pm

I don't think there is. Assholes would abuse it to murder the player for trying to look at the map, methinks.
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Re: Detecting automap?

Postby Graf Zahl » Wed Jul 21, 2010 1:07 am

Ceeb wrote:Assholes would abuse it to murder the player for trying to look at the map, methinks.



Sadly I have to concur with that statement.

No, there is no way to detect it and the abuse factor is so high that there won't be.
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Re: Detecting automap?

Postby Nash » Wed Jul 21, 2010 6:58 am

There are so many ways to already "abuse" the player in the current features, I don't get what's the big deal. The modders who want to legitimately do things are the ones who are being punished. :shrug:
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Re: Detecting automap?

Postby chopkinsca » Wed Jul 21, 2010 7:02 am

Ceeb wrote:I don't think there is. Assholes would abuse it to murder the player for trying to look at the map, methinks.


Set all lines to Hidden. Same thing. Then they'd have to cheat to see the map.

I agree with Nash.
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Re: Detecting automap?

Postby Gez » Wed Jul 21, 2010 7:15 am

chopkinsca wrote:Set all lines to Hidden. Same thing.

Nope, not the same thing at all. Especially given there is a countermeasure now...
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Re: Detecting automap?

Postby Graf Zahl » Wed Jul 21, 2010 7:28 am

Nash wrote:There are so many ways to already "abuse" the player in the current features, I don't get what's the big deal. The modders who want to legitimately do things are the ones who are being punished. :shrug:


The issue is that the most people jumping onto a feature like this are not those who want to do legitimate things. The ones that are going to use it will primarily be those who want to disable the automap and I see absolutely no reason to make their life easier.

As part of SBARINFO having this info would be ok but not from ACS.

BTW, there's another reason why it won't happen: Scripts have no access to client information which is critical in multiplayer games.
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Re: Detecting automap?

Postby Cutmanmike » Wed Jul 21, 2010 7:51 am

That could be neat actually if you could have a sub block for "if map is open".
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Re: Detecting automap?

Postby LilWhiteMouse » Wed Jul 21, 2010 11:26 am

Cutmanmike wrote:That could be neat actually if you could have a sub block for "if map is open".


If you're referring to SBARINFO, why couldn't you just use the existing automap status bar?
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Re: Detecting automap?

Postby chopkinsca » Wed Jul 21, 2010 1:27 pm

Gez wrote:
chopkinsca wrote:Set all lines to Hidden. Same thing.

Nope, not the same thing at all. Especially given there is a countermeasure now...


Same as in they both prevent the player from seeing the map without some extra work (am_cheat X for hidden lines, or removing the script that prevents the map from being shown)
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Re: Detecting automap?

Postby Graf Zahl » Wed Jul 21, 2010 1:29 pm

Countermeasure in this case means that there is code in the engine that disables the 'hide line' flag if the entire map is hidden - user selectable, of course, but it gets saved so it'd be permanent.
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Re: Detecting automap?

Postby chopkinsca » Wed Jul 21, 2010 1:39 pm

Fair enough, I never knew about that.
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Re: Detecting automap?

Postby Gez » Wed Jul 21, 2010 1:42 pm

chopkinsca wrote:Same as in they both prevent the player from seeing the map without some extra work (am_cheat X for hidden lines, or removing the script that prevents the map from being shown)

Killing the player for hitting the automap key is not the same thing as making the automap inoperant. The latter is annoying, the former is infuriating. The former can be solved with am_showalllines, the latter can be compensated for by using the resurrect command every time but it still screws up with the player's health and active powerups.

Really, I can't see how one could argue it's the same thing.

Graf Zahl wrote:Countermeasure in this case means that there is code in the engine that disables the 'hide line' flag if the entire map is hidden - user selectable, of course, but it gets saved so it'd be permanent.


am_showalllines is not saved, is it?
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Re: Detecting automap?

Postby NeuralStunner » Wed Jul 21, 2010 1:48 pm

Gez wrote:Killing the player for hitting the automap key is not the same thing as making the automap inoperant. The latter [inoperant] is annoying, the former [deadly] is infuriating. The former [deadly] can be solved with am_showalllines, the latter [inoperant] can be compensated for by using the resurrect command every time but it still screws up with the player's health and active powerups.
Looks like you got your former/latter mixed up the second time around. ;)
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Re: Detecting automap?

Postby Graf Zahl » Wed Jul 21, 2010 1:52 pm

Gez wrote:am_showalllines is not saved, is it?



You are correct. I just put it into my autoexec.cfg... Same result though. :P
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