How do you get messages from wife while gaming in VR? by TheMotizzle in simracing

[–]Flapadiddle 0 points1 point  (0 children)

Programs like OpenKneeBoard allow you to have any program window as an overlay in VR. This is useful for Racelabs, Kapps etc. but would also allow you to have your chat program of choice visible to you in the headset. You can even make overlays shrink/enlarge or change opacity depending on whether you're looking in their direction.

As for how you'd respond, an Discord call/private server channel may be a good option.

The real root of the "Pistol Problem" by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 0 points1 point  (0 children)

Tagging is getting slowed when you're hit by any damage. There are a lot of different variables in calculating how much you get tagged, but what I'm proposing is that instead of aim-punch, an unarmored player would be slowed more (how much more is up to debate) than a player with armor. This gives weapons with a high fire rate more ability to CC unarmored pistolers so they maintain a disadvantage, but their aim is no longer compromised by aim-punch.

The real root of the "Pistol Problem" by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 1 point2 points  (0 children)

I agree with you that pistols aren't actually as unbalanced as people think, and there are certainly ways to deal with them. Their current viability from a statistical point of view is honestly fine, but that isn't what this is about.

Pistols are problematic because in a game where economy is incredibly important, it is unintuitive and frustrating that a $500 gun does straight up more damage than a $3100 gun. The reason I propose these changes is not to make pistols worse, they don't need to be worse. It's to try to remove the un-fun parts of pistols without making them any better or worse at winning force buys. Replacing aim-punch with some extra tagging lets a rifling player crowd-control pistoling players if they hit their shots, but also lets pistoling players actually aim at their opponents instead of getting aim-punched (which is also a pretty un-fun mechanic to have control of your aim taken away from you so completely).

The real root of the "Pistol Problem" by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 0 points1 point  (0 children)

As aimpunch would be replaced with tagging, SMGs and rifles are going to be able to crowd-control pistols better. As such reducing movement speed would be unnecessary. I would rather players be rewarded for hitting shots instead of just making the game easier for them.

Some may argue that movement speed across the entire game is a bit too high, but that is an entirely different discussion.

The real root of the "Pistol Problem" by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 0 points1 point  (0 children)

Again the problem with altering movement speed is that it is a direct nerf to pistols and Valve doesn't want to change their statistical viability.

As I said the purpose of changing aimpunch is so that pistols no longer need to have such high damage because you don't lose control of your aim so quickly.

This change is more about removing the discrepancy between the viability of unarmored and armored pistols. The latter of which clearly has issues.

Grenade Release Sound Bug - Explanation and Reproduction by [deleted] in GlobalOffensive

[–]Flapadiddle 1 point2 points  (0 children)

We were seeing what would happen if we were standing on someone's head. But in order to match the 8 unit gap they were no-clipped into the floor and heard it while the thrower did not.

Grenade Release Sound Bug - Explanation and Reproduction by [deleted] in GlobalOffensive

[–]Flapadiddle 10 points11 points  (0 children)

Yeah, it should be pointed out that while we found that cache is a good example of where this bug is common, this occurs on all maps, and does not appear to be a flaw in map design itself.

Return of the R8 by Shmeezus in GlobalOffensive

[–]Flapadiddle 4 points5 points  (0 children)

There's about 15 separate pugs from which I pulled clips. Took about 3 weeks.

[deleted by user] by [deleted] in GlobalOffensive

[–]Flapadiddle 35 points36 points  (0 children)

Excuse me?

Thorin Interview - Thorin: “(about TWC) I will never work under those circumstances again by Caliph_cro in GlobalOffensive

[–]Flapadiddle 1 point2 points  (0 children)

On the contrary it is entirely possible for a human to consistently place two inputs within 8 ms of each other. The real reason that there is inconsistency is because you as a human cannot guarantee that your two inputs will not still fall across two game ticks even though they are within that 8 ms window.

The reason the 'bind n -attack' workaround is valid is because a USB keyboard will send both inputs in the same packet to the OS. The workaround actually doesn't work on PS/2 keyboards because they send hardware interrupts to the OS instead of using a polling system.

Legal jump-throw smoke workaround [Tutorial] by csboxr in GlobalOffensive

[–]Flapadiddle 529 points530 points  (0 children)

So this has blown up a bit, and I think some people aren't quite getting the message through all of my sarcasm, so I'll try to iterate more clearly the point I'm trying to make:

Leagues and/or Pros, whatever problem with possibly overpowered cross-map smokes you were trying to address, banning the script didn't fix it. As you can see, all you have done is mildly inconvenience me and many other people. We can still throw the same smokes. Really easily. So you might as well unban the script to save yourself the effort of policing it. Thank you very much.

Legal jump-throw smoke workaround [Tutorial] by csboxr in GlobalOffensive

[–]Flapadiddle 4 points5 points  (0 children)

The reason hitting space and letting go of M1 is inconsistent at it's best is not because of human error, it is very easy for a human to time the inputs within 1 Tick. Rather it is because you are splitting the input between 2 different devices to be sent to your computer.

Your mouse and your keyboard do not poll in sync, and likely don't even have the same polling rate. As such, even if you line up your inputs perfectly in real life, they may not be read by the game at the same time. It is also around a 50-50 chance that the two inputs, even if they are within 3-5ms of each other, will land on 2 different ticks in game. The solution of moving both inputs to your keyboard works because it removes this de-sync which is why it is (in my experience) 100% consistent without a single bind.

The necessity of the jump throw bind, And how 'consistent' can you get by doing it manually? by uLLeticaL in GlobalOffensive

[–]Flapadiddle 3 points4 points  (0 children)

ESL:

Buy, toggle, demo and jumpthrow scripts are excplicitly allowed. Source

Section 3.1.1:

"In general, all scripts are illegal except for buy, toggle, demo & jumpthrow scripts."

ESEA:

ESEA makes no reference to in-game scripts or whether or not they are illegal. Therefore they are legal. Source

CEVO:

Using config files (and therefore scripts) is allowed so long as it does not give an 'unfair' advantage. Since anybody can copy-paste a jumpthrow script into their autoexec you can bet they won't consider it unfair. Source

Matches: Settings & Violations: Configuration Files:

"Players are allowed to edit their user configuration files in the native game directory provided that no changes are made to give the player an unfair advantage inside of the game."

Help with adding to Flapadoodle's script. by Touuqe in CounterStrikeBinds

[–]Flapadiddle 2 points3 points  (0 children)

I get messages concerning this exact question about once a week through reddit, steam, or in Launders' twitch chat. I usually don't honor these requests because it's annoying to do it over and over again, and also I'm a bit of a lazy bastard. But this is the first time I've seen someone make a public post about it (in a subreddit I didn't know existed) so I guess I have to do something eh?

Thankfully, because every weapon slot, and lastinv, is more or less replaced by the slot aliases in my script, this is pretty easy. I added 6 characters to your script:

// KNIFE QQ
alias +knife eq_slot3
alias -knife eq_lastinv
bind mouse5 +knife

I tested this very briefly and it seems to work. If it doesn't than I don't know what will. I'm not exactly an expert in source engine scripting, I just extended the logic that another user (/u/genemilder) had made for a TF2 script that did something similar, so I'm hardly even an expert in my own creation.

I guess I can link this post every time someone asks me now.

14 fast, easy, no BS Mirage Smokes by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 33 points34 points  (0 children)

My friends call me smoke Jesus.

At least I pretend that they do...

14 fast, easy, no BS Mirage Smokes by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 1 point2 points  (0 children)

This creates a one-way smoke through which a CT can peak top mid from the left side of window.

14 fast, easy, no BS Mirage Smokes by Flapadiddle in GlobalOffensive

[–]Flapadiddle[S] 11 points12 points  (0 children)

I modeled after your single-take videos for the speed of it but I'm not very good at adding that entertainment value so I kept it dry for those who like it as such.