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Cobra {sfx}

wa
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#91   2008-08-25 18:13          
The Melee will be included in the Reloaded files.

Skins + Taunts - probably better downloading with the Autodownloader, Reloaded has added around 20 player skins.

Spec music - already done - check the Mod files section (Phils-mods-global folder).

What we were thinking was having a mapping competition and include the best of the entries - thinkies?
(yes i know the autodownloader could take care of that but gives mappers something to aim for and brings more to the game)


Heres the reloaded list ...

- Fixed bug in ladder animation handler that caused 'landsharking'.
- Fixed bug in grenade animation handler that caused a server crash.
- Fixed bug in map rotation when switching gametypes.
- Fixed respawn bug that allowed easy spawnkilling.
- Fixed bug in team switching while on ladder.
- Fixed bug in using the turret while holding a grenade.
- Added sixteen new allies skins and four new axis skins.
- Added server ability to determine force models.
- Added server ability to determine the amount of nades.
- Added server ability to determine gametype, realism or default.
- Added server ability to determine rather or not a health package should drop.
- Added server ability to enable or disable any weapon.
- Added server ability to enable or disable melee animation to rifle, mg, smg and shotgun.
- Added server ability to determine rather or not players are able to push.
- Added server ability to enable Bazooka/Panzerschreck or M1 Carbine/G43.


There is also work ongoing with map bugs and model irregularities, Chris is compiling a massive list of things requiring fixes in the stock maps, Kruger and Judge will be taking on this repair role, Gold is checking out console spam/model attributes and the like and making a fix pk3.
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Runt

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#92   2008-08-25 18:54          
Mapping competition sounds interesting :D
Some rules regarding mapsize/amount of players?


aoh, maybe another thing to include in the patch;
auto teambalance?

Cobra {sfx}

wa
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#93   2008-08-25 19:17          
Map size - medium (DV size) i think would be best

Yah could do - theres a team balance in Phils mods we could include.
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Real Life Stuff :)

Salombo

us
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#94   2008-08-25 19:20          
Some work was started with the [orange]prone[/orange] position and the [orange]flyoff helmets[/orange]. Could be interesting to add/fix those.
The issue with the flyoff helmet is that you only get the helmet back when the map changes, not when you respawn.

ideas ideas he he
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Soldier Of Ra

be
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Location: Belgium
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#95   2008-08-25 19:30          
flyoff helmets?
Like this:

trigger:
        local.trigger = spawn trigger_multiple "targetname" "funny_tr"
        $funny_tr.origin = ( 0 0 0 )
        $funny_tr setsize ( -10 -10 -10 ) ( 10 10 10 )
        $funny_tr setthread funny
end
funny:
        self waittill trigger
        local.player = parm.other
        local.player pophelmet
        iprintln "You've just hit the funny trigger!"
end

This post was edited by Soldier Of Ra (2008-09-22 01:05, ago)

Salombo

us
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#96   2008-08-25 19:34          
In the human tikis:
init
{
server
{
classname Actor
american
setsize "-16 -16 0" "16 16 92"
health 100
weapon "M1 Garand"

// Set up the helmet for popping off
// <model to spawn> <speed to throw it at> <damage multiplier for helmet shots> <surface(s) to turn off>
sethelmet "models/equipment/usgear/helmet_ranger_private.tik" 150 0.1 "us_helmet" <<=====
}
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Soldier Of Ra

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#97   2008-08-25 19:56          
So when hit, their helmet pops off, if they have one?

Salombo

us
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#98   2008-08-25 20:12          
Yes, setup is for single player missions. When applied in mp, the helmet pops off when hurt or killed but doesn't spawned back when player respawns. Only when the map changes.
It's really just a detail, but a funny one specially when you bash someone lol.
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STORMnl

nl
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#99   2008-08-25 22:18          
nice,,
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*Herr_Kruger

uy
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#100   2008-08-25 23:26          
pop up helmet is nice. We used it in 1936 , the only problem we encounter (if you can call that a problem) is that the helmet would pop up when receiving damage, like jumping from certain distance. Attaching some items, like cigarretes and breathing and smoking in certain maps looks ace too. We had to also remove it in the last 1936 patch since we had a problem with the attach command in BT when some players grabbed some useable cannons in Castuera map. (/ I think)

Trinitrotoluene

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#101   2008-08-26 00:24          
Way to go, that helmet thingy should be fun! Also like Runt suggested, we really need a good team balancer. One that's already out there or a newly written one. Just a simple balancer that forces auto team join and has the option to ignore people with certain characters in their name (clantags).

So, bugnades (no damage bugnades) are also fixed in the Reloaded files, what about grenades falling through the ground?

Soldier Of Ra

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#102   2008-08-26 00:31          
Admin pro and Phil's Mod has a teambalance mod I think.

*Herr_Kruger

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#103   2008-08-26 02:27          
Trinitrotoluene :
So, bugnades (no damage bugnades) are also fixed in the Reloaded files, what about grenades falling through the ground?

sometimes that happens with LOD terrain. Theres no really way to fix it but maybe clipping. It should not happen in solid brush terrain.

Soldier Of Ra

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#104   2008-08-26 20:31          
If you have the .map file, can you, for the most part, solve it? I've seen plenty of maps and it appears this only happens when the terrain is rough and uneven.

Elgan

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#105   2008-08-26 21:51          
balancer is easy. re,me,ber client and server patches.

just disable peoples ability to pick a team. they must then auto join a team unless "clan tag" in name.
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