-
Posts
9419 -
Joined
-
Last visited
-
Days Won
21 -
Donations
0.00 USD -
Points
6,248,850 [ Donate ]
Content Type
Profiles
Forums
Gallery
Twitch
Running Commentary
Events
Store
Downloads
Everything posted by Sammy
-
The 1000 limit is the number of 'unique' xmodels. Not how many copies of each one. So 10 copies of the same potted plant counts as 1 towards that limit. If 10 different kinds of potted plants are desired then the best thing to do is combine all 10 into one model. Place the model and hide the 9 you dont want. Watch out for built in weapon pickups. Most mods with custom weapons dont like that and it will cause conflicts.
-
The stock P90 has always been a little off in terms of balance. Too good at long range etc. Probably the first weapon that 'realism' mods change. However if weapon tweaks like that are desired then the server can experiment with the appropriate config changes for weapon range and damage. The default weapon settings in the mod itself are pretty much where we want them to be. For the jammer.... yes that was the point. You have no control over the car and it does not receive commands from you including the trigger. As soon as the player with the jammer moves out of range then things return to normal.
-
you mean porn movies in prison? Nah not at all. Tho there is something to be said for lesbo prison pornos. Actually, there is a UT2K4 custom sniper map of a porn shop. Whoever made it probably searched around on the internet for every single dvd cover he could find to put on all the boxes. In all categories.
-
Gotta have movie posters of the best womens prison flicks.
-
Yes disabling the jammer thing. I still like the idea but it might be better suited to a portable jammer. Airstrike accuracy in general should be improved. Seems to do a better job of picking open paths. As for SAM, it will be able to shoot down everything except the airstrike and B2. The airstrike simply because its so fast. The B2 because its stealth. It can also shoot a missile that arcs over to kill the artillery launcher. Ran tests using the car today to make sure some changed respawn code was working and had no problem killing it. So lets see how it goes with the next update which I will get to Rugger soon as its ready for testing.
-
Just want to post that the problem with the RC and losing nades happens if you activate it before the nade delay finishes after spawn. Which it looks to be 8 seconds for the beta server. Until then you dont actually have the nades yet so there is no ammo or weapon to save. So for now dont do it until the delay is over. Some streak weapons were missing from the delay checks and they will be added to the list so all streaks that can cause death are delayed. UAV etc can still be used immediately.
-
Thats a nice layout. Careful with the fog. It can cause lag especially on large maps if there is too much. If the goal is to obscure some visibility maybe set the map at dusk or something like that. Could also make it a night map in general. Starry sky and all of that. But light up the play area with some ambient moon light and also some strategically placed spotlights.
-
Oh... and for spawn points... Opfor players are the prisoners and Marines are the guards. As for pictures, perhaps you should have a contest for who gets to be the warden.
-
Looks like a good layout for a prison motiff. The center building is the main complex that houses the prisoners. Make the building a smaller X of sorts inside the bigger one with the center part taller than the rest of it. The four ends of the X has guard towers with turrets (depending on the size of the map). Surround the island with a tall fence. The 'I' houses the various admin buildings. Make the water space in between a harbor of sorts with two sides. One is for transfering the prisoners into the facility and the other is for the guards etc. Also add boats to hide in. So basically an XI Alcatraz to send all the naughty players.
-
The Road Less Traveled
Sammy replied to Bogleg's topic in Call of Duty 4's Call Of Duty 4 Discussion
In terms of servers for this mod and several others any streak weapon can be shut off. For the map, just make a building roof in the normal way as if a player could see it from a higher structure. In the case of buildings that might actually have players inside them the roof should be solid so bullets cant penetrate it. Doesnt have to be everything in the map. Just inside the minimap play area. -
Direct tubes and nade impacts are the same as far as game mechanics works. The differences are a unique icon and a forced automatic kill (like headshots). Funny enough barrel and car explosions are the same type of death (impact) but the icons are changed. In SC games nade impacts are obviously mosquito bites unless the player is already near death. But in HC games (as in this server) it is significant. Learned yesterday that there are a couple reseved slots for admins set in the beta server settings. For the auto redirect I would like to do it before loadout selection but dont know where to do that yet.
-
The Road Less Traveled
Sammy replied to Bogleg's topic in Call of Duty 4's Call Of Duty 4 Discussion
Design it to be seen and shot at from above by ac130 etc. -
Yes the game can have only a certain number of entities (players, script models, script origins, heli nodes, triggers, others) at any one time before it crashes. A combination of both what is in the map and in the mod. So it is always best to limit the number of entities to what you really need for the map to work. Not just what looks cool. If you ever get an error about no free entities that is the problem.
-
Yes that should be ok now. If Rugger thinks the current beta is stable enough to move to the other server as the primary I will go ahead and make this one ready as the next revision for everyone to try out. Or keep the older one as-is but replace the beta? Either way, just get together and decide what you want.
-
That is true. If when it happens you have a significantly different loadout each time then its likely someone else. But there is always at least one person who has a consistent loadout when it does and that could be a clue. Watch for weapon pickups also. If it happens when you pick one up then that could be the weapon.
-
Do you know what player class you had? Arab assault etc? Also, which primary and perk1 weapons? assault class...AUG weapon...perk 1 was claymores would have gotten a screenshot had I known the error depended on class and weapons. I figured it was always the same error. but everyone got kicked by that error at teh same time. Ok I will check out the AUG. The error itself means that a particular player model you are looking at (or another looking at you) has too many tags in combination of the player model and weapons together. Including claymores on the hip and crossbow on the back etc. However since you do not see your own model it could easily be someone else... so you can blame them all instead if you wish.
