Hugh Dartworth wrote:Wouldn't -1 be a more sensible value for this?
Also, you can do something like this yourself by with this console command: test > $sv_cheats 0 "<your commands>"
Then just set sv_cheats to 1 when you want the commands, and you don't have to worry about them misfiring.
The point is, cheats do work with sv_cheats 0 in singleplayer game, aside from Nightmare difficulty.
wildweasel wrote:Or just...unbind the keys. Or move them somewhere you're less likely to hit by accident.
Unbinding and rememeber the exact commands would be so much botheration just for that, and I have my entire keyboard binded already. I've even attempted to make simple aliases which would unbind and rebind the debug keys. Which is why I suggested this in first case.
Rachael wrote:How about something different: "cl_blockcheats" - which only blocks cheats locally, and can be flipped off and on at-will by the user (is not latched), and its setting does not affect others in a netgame?
As someone who uses debugging keys frequently, I can see a lot of use in the suggestion that OP proposed. Sorry.
I could implement something like that in a total span of 2 minutes and it makes a lot more sense than extending sv_cheats, in my opinion.
That would work too, thanks!
Xaser wrote:Dang, that's handy. I'm playing through Square again for testing's sake, and I swear I accidentally hit my noclip keybind once per map. This ought to save a brain cell or twenty.
Heh, that's why I play
your mods mostly in Nightmare difficulty.

Afterall, at least they are not filled with infinite monster respawn non-sense.
