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Help with Bhop script :/

 
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Dryvnt
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PostPosted: Mon Apr 21, 2008 1:09 pm    Post subject: Help with Bhop script :/ Reply with quote

I play half life 1 alot and find it very funny to bunnyhop but heres my problem

Code:
*Lalt::
Loop
{
GetKeyState, state, LAlt, P
if State = U
break
; Otherwise:
Send, {Space}
Sleep, 1
return
}


This is my current script... It works as a charm... But when i duck while jumping, my screen kindda "Spass" while i hold Ctrl... Because it want to duck but the spamming of space makes it go up again... But i found, if i put
Code:
*Lalt::
Send, {Ctrldown}
Loop
{
GetKeyState, state, LAlt, P
if State = U
break
; Otherwise:
Send, {Space}
Sleep, 1
Send, {Ctrldown}
return
}


It does not spam... But i dont wanna be ducked while bunnyhopping... Sooooo here comes my question

Code:
*Lalt::
Loop
{
GetKeyState, state, LAlt, P
if State = U
break
; Otherwise:
Send, {Space}
Sleep, 1
GetKeyState, state, Ctrl, P
if State = (Help needed here)
Send {Ctrldown}
; Otherwise:
Send, {Ctrlup}
}
return


So all i need to know is... Whats the opposite of the U? :/
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SoLong&Thx4AllTheFish



Joined: 27 May 2007
Posts: 4999

PostPosted: Mon Apr 21, 2008 1:27 pm    Post subject: Reply with quote

That would be D:
Code:
if State = D
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orbik



Joined: 09 Apr 2008
Posts: 35
Location: Espoo, Finland

PostPosted: Mon Apr 21, 2008 1:37 pm    Post subject: Reply with quote

As much as I think you need to be told to rtfm, why don't you just do it like this:
Code:
*LAlt::
Loop
{
  If (!GetKeyState("LAlt"))
    break
 
  If (!GetKeyState("LControl"))
    Send, {Space}

  Sleep, 10
}
return
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Dryvnt
Guest





PostPosted: Mon Apr 21, 2008 2:08 pm    Post subject: Reply with quote

orbik wrote:
As much as I think you need to be told to rtfm, why don't you just do it like this:
Code:
*LAlt::
Loop
{
  If (!GetKeyState("LAlt"))
    break
 
  If (!GetKeyState("LControl"))
    Send, {Space}

  Sleep, 10
}
return


Nop doesent work
It says:
"Error at line 4.

Line Text: If(!GetKeyState("LAlt"))
Error: When used this way, the symbol must be "!=" not "!".

The script was not reloaded; the old version will remain in effect"

And i tryed to change the ! to != but then it says another error.. :/
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orbik



Joined: 09 Apr 2008
Posts: 35
Location: Espoo, Finland

PostPosted: Mon Apr 21, 2008 3:05 pm    Post subject: Reply with quote

Do you have the latest version installed?
Anyway, I made a mistake: You must use either
Code:
*~LAlt::
or
Code:
If (!GetKeyState("LAlt", "p"))

Apparently the logical key state doesn't get updated without the ~
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Dryvnt
Guest





PostPosted: Mon Apr 21, 2008 3:21 pm    Post subject: Reply with quote

Nop doesent work... My sensivity gets alot lower when i bhop and when i duck my senstivity goes to 0... Nothing to do with game, its all in script :/
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orbik



Joined: 09 Apr 2008
Posts: 35
Location: Espoo, Finland

PostPosted: Mon Apr 21, 2008 4:20 pm    Post subject: Reply with quote

I did dome testing in Q3A and at least the following works perfectly. I never got the hang of SetKeyDelay so I just send up and down events explicitly. Also, the game seems to mess with logical key states so getting the "physical" state is safer.
Code:
SendMode, Input
*LAlt::
   Loop
   {
      If (!GetKeyState("LAlt", "p"))                                                             
         break

      If (!GetKeyState("LControl"))
      {
         Send, {Space down}
         Sleep, 10
         Send, {Space up}
      }
      Else
         Sleep, 10
   }
return


EDIT:
I guess this would work just as well:
Code:
...
      If (!GetKeyState("LControl"))
         Send, {Space down}

      Sleep, 10
   }
return

*LAlt up::Send, {Space up}
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Dryvnt
Guest





PostPosted: Mon Apr 21, 2008 4:55 pm    Post subject: Reply with quote

DANG! You are so close to a breakthrough :/... But when i jump, i sometimes land and stand still for like .5 sec making my bunnyhop fail Sad...
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Dryvnt
Guest





PostPosted: Mon Apr 21, 2008 5:07 pm    Post subject: Reply with quote

Hey! wait a sec!
Code:
*LAlt::
Loop
{
  If (!GetKeyState("LAlt" "p"))
    break
 
  If (!GetKeyState("LControl"))
    Send, {Space}

  Sleep, 10
}
return   
This code works perfect Very Happy

The bugged code was
Code:
*~LAlt::
Loop
{
  If (!GetKeyState("LAlt"))
    break
 
  If (!GetKeyState("LControl"))
    Send, {Space}

  Sleep, 10
}
return   


Thanks for your help dewd!
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Dryvnt
Guest





PostPosted: Wed Apr 30, 2008 6:13 pm    Post subject: :(((( Reply with quote

It somehow doesent work anymore, when i press another button it stops working...
Help please Sad
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bmaya
Guest





PostPosted: Wed Aug 19, 2009 4:10 pm    Post subject: having the same problem Reply with quote

Dryvnt wrote:
DANG! You are so close to a breakthrough :/... But when i jump, i sometimes land and stand still for like .5 sec making my bunnyhop fail Sad...


this delay of half a second after the first jump is what ruins it all. I just can't get around what I am doing wrong. Is this caused by my PC or by Counterstrike?
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bmaya
Guest





PostPosted: Wed Aug 19, 2009 4:22 pm    Post subject: Reply with quote

what I've tried out now is that I increased the 10ms to 37ms and this has now solved the problem of the lag after the first jump. but doing the bunnyhops with 37ms has now become impossible because thats just too slow. What I'm thinking is that one maybe just can't send keystrokes to CS:S in such a high frequency.
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