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[Req] LM change of the plant button


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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 01-27-2012 , 14:16   Re: [Req] LM change of the plant button
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Quote:
Originally Posted by yOou Know Me View Post
He sayd this is slowhacking every single plugin must be with "e" button otherwise it's slowhacking..
I never said that. I said that those plugins detect +use which is default to "e" key.
The players can change the "+use" to be bound to whatever key they want and the plugin won't care what key the player uses.

Quote:
Originally Posted by Silent9681 View Post
What a conflict
What about my idea?:

You create a menu, which asks the player: "Do you want bind?"
Case 1 will be yes, and the plugin binds the command.
Case 2 will be no, and the plugin won't make anything..
Is it slowhacking too? :/
I recommended that in my last post, and even said what Devil said about making a new command.

Quote:
Originally Posted by Exolent[jNr] View Post
Or you could have a menu asking the player if their keys can be bound with those new commands.
Quote:
Originally Posted by Exolent[jNr] View Post
In order to fix these conflicts, those plugins would need to have their own command
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Devil259
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Join Date: Dec 2009
Location: France (59)
Old 01-27-2012 , 14:31   Re: [Req] LM change of the plant button
Reply With Quote #2

Quote:
Originally Posted by Exolent[jNr] View Post
I recommended that in my last post, and even said what Devil said about making a new command.
Just bind a key on "+setlaser" command.
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