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Everything posted by Sammy
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Yea have the player delete the mod and redownload and see what happens. Under normal operation I cant think of a circumstance where a player joining would crash the whole server for everybody. Someone might get something about commands being cycled out, normal on big mods, after downloading a new map or an overflow due to poor server-client connections but that shouldnt affect other players.
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Just a note. Disabling MG turrets for the freezetag gametype entirely. I dont yet see a way to fix the various issues in relation to the 'use' button other than totally freezing player controls. But that would also prevent the player from looking around. Which strictly speaking is what frozen should mean but I suspect people wouldnt like that.
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Open Warfare 2 Mod download
Sammy replied to MacFly's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok that is pretty old and I havent even looked at it for a long time. Macs will crash if there is a corrupt image file. They are more tricky in this regard than PCs.I recall that an old version of the mod had a bad sentrygun image. I am still trying to work out bugs in the current one and I will upload an archive for it. Others have asked me for it and my intention is to release it openly when they are all worked out. edit: In any case, I have no idea how mods run on virtual machines. -
Ah ok frozen enemies. In that case no. Otherwise it makes it too easy. A little change like that can have a big impact on gameplay. Sonic Boom is for explosives only. RPGs, the RC, clays etc. There is nothing that increases the range of tactical nades. No bigger flashbangs or smoke screens etc.
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I am a little confused on what is going on. Since frozen players have snowflake icons on the minimap what is the purpose of doing this? EMP is a tactical grenade like flashbangs or stun. Sonic Boom only applies to explosives damage.
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Open Warfare 2 Mod download
Sammy replied to MacFly's topic in Call of Duty 4's Call Of Duty 4 Discussion
Which 1.4 are you trying to run? There are people here that play the mod on Macs. -
Hmmm, I have to think about that. Possibly.
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Oh, yea. Snatch & Grab is known as 'objective' internally.
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Two teams only. Game limit. Remember when the RC was first able to defrost? Oh the hell I caught for that. Now people love it. Recently there was the idea of making two versions. One that could defrost one that did not. That idea didnt go over very well. However if someone wants to have some kind of 'redcross' option there are various perks available that doesnt make them non-combatants but makes them better as team players and defrosters. Among other things Medics do have three more seconds of spawn protection on normal spawn (not streak respawn) to help them get further away. Add to that EMP nades with 3X + Objective and its a good package. edit: Medic also has double time health regen.
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I will check to make sure it can be shot down. It should be. Not by SAMs that lock on but direct fire. There are already plenty of ways to defrost friendlies. The defroster UAV would be better anyways because rotating around it can see the whole map whereas the mininuke can only work in a small area and only with a direct hit from the explosion. And of course they are much easier to get. Tried the idea before of having some new dialogs made up and they were all appreciated. Various filters did a pretty good job of removing the worst parts but the quality of the voices after that were too muddled to be useful in-game. It would only work with a good mic and a sound booth to cut out the ambient noise.
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Succinct as always.
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Yes exactly. Some weapons are specifically designed to be wonderful in open areas, like Bog or Overgrown. But in close urban areas not so much. One of the reasons there are so many choices for streak weapons. Pick ones according to which best works for the map. Like player weapons. In CQ it is better for an hk416 or mp5 than an lmg. Unless you are one of those dopes that spam walls.
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To be fair, a couple settings for the beta 5 mininuke are significantly bumped up from the defaults. So those were transferred over. Typically the defaults are on the more conservative side so they arent overwhelming. But I know some people... ahem... like overwhelming.
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I made sure the settings are the same as it was for beta 5. On next server restart keep track of how it goes.
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Watch out for that Clockwork Mushroom!
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Normally, if both the car owner and target have hardwired then it is like neither have anything. Like stopping power and standard juggy. Both cancel each other out. One thing I've done that can be effective against cars is to carry your EMP mine in reserve or if you throw it keep it relatively near. If you get the message that one is coming stand in the middle of it or pick it up, move to a safer location if needed, and throw it again at your feet. Most of the time the mine will kill the car before the owners triggers it. Owners with Hardwired ignore the mine. Originally hardwired didnt transfer to the car but people didnt like that because everybody was running around with hardwired. Car jamming and such has gone through several iterations to find one that works. Before it stopped the car dead in its tracks. The owner could do nothing until the enemy player moved away. So all a player has to do was stand there and EMP nade the thing to kill it. But that wasnt overly popular either.
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The answers to that are 'no', 'hell no' and 'not a fucking chance'.
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Knifing is fine. Tested it myself yesterday, again. As I said there are a few ways to counter the car but they are not invincible. Neither the car nor the protection. Nothing is. There are precisely zero justifications why a pack of C4 attached to a car at your feet should not kill you. In a previous beta and unknown to be the body armor did precisely that. Not very fair, is it?
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Hardwired also protects against EMP and CUAV jamming. Including if you are in a car. Putting car protection on Stealth will make the perk too powerful considering all the other things it does. In any case, I could probably make up a bunch of preset classes made up of options not normally available in custom classes. Since they are preset you cannot change them. Will depend on whether or not it will cause any major script problems of existing stuff but I dont think so. It's already set up for multiple tier choices via Gambler. edit: Recharging should be 30 seconds but the hud element is likely showing miliseconds. Flak Jacket will protect you against cars unless it explodes at your feet. EMP Countermeasures should kill a car completely even if the player has Hardwired. Unless I missed something and will check. For balance, nades are obviously less powerful than the mine. The flak jacket should reduce explosive damage to %40 of normal assuming the enemy doesnt have sonic boom. However since this is hardcore, with only 30 health, it will still kill if close.
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That is why there is spawn protection. Get out of spawn and let them waste their tube ammo.
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Perks 1 is for weapon proficiencies. Perk 2 is for special abilities. Perk 3 for personal non-inventory equipment. Some things can arguably fall under perk 2 or 3 depending on whether or not you want to consider something an ability or piece of equipment.
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When we were having all the restart problems I shut off downloading temporarily to try and help narrow down the problem. is right. Using the downloader takes some of the load off the game and also means nobody is taking up the last redirect slot downloading everything. However it also means new people that are just surfing around and dont know a thing about the downloader wont be able to join. So its a catch 22.
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U mad C? The counter to tubes is the flak jacket. It is very effective. However it certainly wont protect you from explosives at your feet. There are certain CQ maps where I wont play without it because of the tubes and grenades. But it has always been this way. As for not wanting inventory, choose one of the hk416, m16 or mp5 special weapon options that give you two attachments. Choose the rechargeable EMP mine. Wonderful for protecting yourself against cars and a nice surprise for run and gunners that dont look where they are going. Choose the EMP nade with 3x inventory option to defrost friendly players. There are many options if you dont want a tube or rocket. However I will not limit other peoples choices because you dont want them to have it.
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Tried out knifing on the server yesterday. When I was on target I got a kill. But if the target was off-center when the knife came up then I missed. For the numbers for all bullet weapons... original stock and custom... there is a built in delay of 0.13 seconds between pressing the button and the start of the melee sequence when the knife is down. Or 0.16 for melee charges. The kill itself also wont register until the knife starts coming up and its still on target. Which also takes another 10th of a second or so. So you dont just push the button and then bam. It has always been this way since 2007 and before. Just to note, some later games actually have different melee times based on the weapon. I thought it did in this game also but I was wrong. All bullet weapons have the same numbers. We all know very well that in a fast moving FPS game with players on opposite sides of the world jumping around this fraction of a second can be an eternity.
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It's late so I will check it out tomorrow. In the meantime download the needed files here in your web browser. Make a folder names 'xi_mw2_146b9' in the 'mods' folder and place these inside. You shouldnt have to download anything else. http://xiredirect2.com/redirect/cod4/mods/xi_mw2_146b9/ Or you can set up the XI downloader and that should let you download what you need including maps. The how'to is probably on the main page. Never used it myself.
