
 |
| Author |
Topic: CoD:WaW BAS gametype |
| oleslie |
General Member Since: Mar 14, 2005 Posts: 14 Last: Jan 5, 2010 [view latest posts] |
|
|
|
Category: CoDWW Offsite Links Posted: Friday, Nov. 27, 2009 03:16 pm |
 |
355thSGTCLARK writes...Quote: haven't found a way to change round times ...
open the console SHIFT+~ (tilde)
type : scr_bas_
press (tab) ... twice ...
HF
|
 |
|
|
|
|
|
|
|
|
| 355thSGTCLARK |
 |
General Member Since: Nov 15, 2006 Posts: 45 Last: Dec 31, 2009 [view latest posts] |
|
|
|
|
|
|
|
| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 969 Last: Mar 19, 2010 [view latest posts] |
|
|
 |
|
|
|
|
Category: CoDWW Offsite Links Posted: Sunday, Nov. 29, 2009 03:17 pm |
 |
DemonSeed writes...Quote: The prefabs are exactly the same for mp_foy and test2 but there was a script problem with the spawnlogic in the test2 release. That is why it crashes.
O ok cool, nice to know. So for now do we have to use something like deathmatch spawns? I say that cause thats what it seemed like were used in the mp_foy that olsie made. |
 |
|
|
| oleslie |
General Member Since: Mar 14, 2005 Posts: 14 Last: Jan 5, 2010 [view latest posts] |
|
|
|
Category: CoDWW Offsite Links Posted: Thursday, Dec. 3, 2009 02:52 pm |
 |
zblimp writes...Quote: I dont have trouble running the mp_foy on a dedicated server but your old test2 map and maps I have made with your previously released raw files and base prefabs get stuck loading.
Does the new mp_bas you released require different prefabs or raw files to work like your mp_foy?
indeed, they forgot. sorry
zblimp writes...Quote: O ok cool, nice to know. So for now do we have to use something like deathmatch spawns? I say that cause thats what it seemed like were used in the mp_foy that olsie made
is not necessary:)
new (RC2) version mod+foy+teszt map + source (prefabs,collmaps,etc) uploaded.
a lot of errors have been corrected :
- spawnbug
- vehicle respawn
- weapon respawn
- weapon select
- bomb plant / defuse
- etc ... :(
codhq.hu/downloads
edited on Dec. 3, 2009 02:53 pm by oleslie |
 |
|
|
| oleslie |
General Member Since: Mar 14, 2005 Posts: 14 Last: Jan 5, 2010 [view latest posts] |
|
|
|
Category: CoDWW Offsite Links Posted: Saturday, Dec. 5, 2009 01:01 pm |
 |
mp_bas RC2.1
- Missing sound replacement, tank 'coaxial_gun' weapon
- If spawnpoints linked to a base, after blowing up the base removes the linked spawnpoints
Bonus Question
is that possible that the firing of small arms into conflict with the base wall, but the grenades and tank shots (and players!) pass through the wall (does not interfere with the script_modell)
download this and understand what I mean: mp_seelow_bas.cfg, unzip, copy the .cfg file to game main (or mods/mp_bas) dir, start the game, launch mod
console:
/exec mp_seelow_bas.cfg
/g_gametype bas
/map mp_seelow
Heeelp ... I'm starting to be very frustrated about it. I can not find any useful information on how to solve this ![[banghead]](images/BBCode/smilies/banghead.gif) |
 |
|
|
|
|
|
|
|
|