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You'd need something like the upgrade thing [conversion percent?] though, otherwise people would be capturing random turrets scattered around the map by the editor. xP
EDIT: @R0x0r: You heard DC... the turrets will attack both sides.
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YOu would have to be facing the enemy
THe rocket would go about as fast as the nade launcher.
THe enemy needs a chance to dodge it! Any ways it think it will not be implemented because of it's n00by-osity.
Dont get your hopes up!
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Perhaps a entity named obj_tripmine would be a nice enough name? it would depend on if it'll be a object or not.
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That will need a timer... It will also prevent camping.
Good idea!
TheKilledDeath has written
lol, horus, your capturing a turret idea includes a small problem. Try to capture an enemy turret with a wrench. You will be killed before you reach the turret and try to capture it.
Heard of Tactical Shields?
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@KimKat: You can just use the movement trigger entity and an explosion entity to 'make' a mine. Don't forget about the once entity, though.
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But we do need more env_objects. The tree and palm are getting stale.
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horus has written
Heard of Tactical Shields?
@KimKat: You can just use the movement trigger entity and an explosion entity to 'make' a mine. Don't forget about the once entity, though.
But we do need more env_objects. The tree and palm are getting stale.
It still would be cool to have a trip mine entity among the other entities inside of the map editor. TheKilledDeath has written
lol, horus, your capturing a turret idea includes a small problem. Try to capture an enemy turret with a wrench. You will be killed before you reach the turret and try to capture it.
Heard of Tactical Shields?
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@KimKat: You can just use the movement trigger entity and an explosion entity to 'make' a mine. Don't forget about the once entity, though.
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But we do need more env_objects. The tree and palm are getting stale.
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Maybe DC should open up a page on cs2d.com with his notes on the progress instead of waiting months to tell us or upload a video to YouTube. Maybe a weekly thing with a paragraph or two detailing the upcoming features and their progress... or just general crap. [AdventureQuest, DragonFable, MechQuest and AQWorlds use this and call them "Design Notes". I don't play them; I just enjoy reading the notes. ^-^]
where you could see anyone who has usgn in the list and some filters
Things you could see on high-scroes list:
Kills,deaths,k/d,time played, most kills with certain weapon etc....
Silent_Control has written
Tracking rockets would be a bad idea. It will be too easy to kill with them.
But still laser is easy and super armor, but admin would could use it in cunstruction fun server's
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Jonzku777 has written
Maybe high-scores addition to main menu?
where you could see anyone who has usgn in the list and some filters
Things you could see on high-scroes list:
Kills,deaths,k/d,time played, most kills with certain weapon etc....
where you could see anyone who has usgn in the list and some filters
Things you could see on high-scroes list:
Kills,deaths,k/d,time played, most kills with certain weapon etc....
But do you know how many people just RPG the shit out of zombies in their maps? Server-specific high scores would be better, and that would be quite a bother looking for a server's ranks.
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As for the assistance, somebody could just randomly spray and score a hit on an enemy. Then everyone else would kill and that person would get several assistance points. Kill-stealing happens a whole lot in about every game with killing, so try to live with it.
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However, a damage-dealt thing would be nice, so that the person who has killed less might have actually helped to kill a team more than someone else. idk how it would work on FF though... xP