Author Topic: progressive respawn (EDITED x2)  (Read 2766 times)

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Offline Sytrus

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Re: progressive respawn (EDITED x2)
« Reply #20 on: March 03, 2007, 04:13:19 am »
Well, it's really a problem that the one team can dominate the other team much easyer then. And your Edit 2 made that even worse. I think it'S never gonna be implented and it also doesn't get my support.

Offline {depth}shaman

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Re: progressive respawn (EDITED x2)
« Reply #21 on: March 09, 2007, 02:38:03 am »
DAMNIT! I made a thread about this same fuking idea three weeks ago and i got like three posts. THis is a great idea. I think it would make trenchwar 50 times better. As it is One side can be pwning the other but as soon as you die you have to run for three minutes to get back up to the frontline. It sucks. Please support this simply for the popular tw gamemode.
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Offline Avarax

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Re: progressive respawn (EDITED x2)
« Reply #22 on: March 09, 2007, 04:15:29 am »
i think i could script this ^_^
you'd have to specify specific values for each map though which is quite elaborate.
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Three I'm under the table
Four I'm under the host

Offline EnEsCe

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Re: progressive respawn (EDITED x2)
« Reply #23 on: March 09, 2007, 04:18:09 am »
I don't see how you could script it to have players spawn elsewhere....

Offline Avarax

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Re: progressive respawn (EDITED x2)
« Reply #24 on: March 09, 2007, 04:22:02 am »
GetPlayer(X,Y) on spawn, then check all checkpoints, if he spawned not at the spawnnpoint most to the front, /setteam him... would be a quite unstable, complicated and console screwing up script though :D.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host