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Quote from: "fortegigasgospel"(and drowning explained by being in "acid")Can't you add "airsupply = 0" to the MAPINFO definition to prevent players drowning?
(and drowning explained by being in "acid")
Nope, there's no expansion underway.
I suggest not using this pack for LMS, some weapons were picked for usefulness.
So how about that "each time fights on it's own side."
QuoteI suggest not using this pack for LMS, some weapons were picked for usefulness.Ironic as wars are basically massive real LMS matches. Tried it, all I can tell you is that separating teams is borderline impossible outside of ctf, though it seems to ironicly work better with TLMS
not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later.
Quote from: "Rozark"not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. Don't expect much in game, the screenshots were just enough to give an idea of what you are going to be in, and are pretty much the entire maps.There is one thing I know forgot to fix in Chemical Breakdown the ramps leading out have water and ramped ceilings, but due to the water the ramped ceiling isn't visible but is still there, I'm going to remove the ramped ceiling in an update to make it work like it looks. Gravity Hold in War Ships is very likely to go and not be replaced, the map has plenty of other weapons. Napalm Bomb in Sky High Platforms is very likely to be replaced as well due to how hard it is to get it to clear the gap.There will defiantly be an update after the MM8 expansion is released to mix Homing Sniper and Water Balloon into maps.
You can code ACS scripts to force teammates to spawn on either side.
Code: [Select]#include "zcommon.acs"script 1 ENTER{Teleport(PlayerTeam + 100, 0, 0);}script 2 RESPAWN{Teleport(PlayerTeam + 100, 0, 0);}
#include "zcommon.acs"script 1 ENTER{Teleport(PlayerTeam + 100, 0, 0);}script 2 RESPAWN{Teleport(PlayerTeam + 100, 0, 0);}
PlayerTeam
PlayerTeam()