Author Topic: Weapon spawns  (Read 1584 times)

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Offline Thinkto urself

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Weapon spawns
« on: November 28, 2007, 10:50:17 pm »
If I'm correct the fistbox server script is able to spawn weapons and so and so, if it's possible Why not have a server that has a script that allows weapons to spawn in certain areas? This would be like a possible new script/gamemode. If combined with Mods like the CS mod it could be REALLY COOL. If this is already implemented in a server script (Besides Fistbox) I'm sorry for the spam.

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Offline urraka

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Re: Weapon spawns
« Reply #1 on: November 28, 2007, 11:02:37 pm »
It's not a bad idea. It could be made so players would start with some weak weapon, and should go and find the weapon he wants in the map. Like Halo or those kind of games.
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Offline BombSki

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Re: Weapon spawns
« Reply #2 on: November 29, 2007, 02:18:45 am »
yea, nice idea. theres already a counterstrike script by curt where u have to buy weapons etc. but afaik it doesnt include spawned weapons on set locations.

Offline KwS Pall

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Re: Weapon spawns
« Reply #3 on: November 29, 2007, 08:28:57 am »
or something like awp_xxx (xxx - map) that all players must have awp...

but generally it's a good idea
(Quake Mod  ;D)
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Offline Thinkto urself

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Re: Weapon spawns
« Reply #4 on: November 29, 2007, 05:53:23 pm »
Lol thanks for the F12's(or whatever they apply as :P) I was expecting people flaming me for being a noob suggesting this  [retard]. Thanks for the positive replys.

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Offline ghg

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Re: Weapon spawns
« Reply #5 on: November 30, 2007, 06:07:49 am »
Very possible. But you'd need to set coordinates for every single map.
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Offline Barry

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Re: Weapon spawns
« Reply #6 on: November 30, 2007, 07:12:00 am »
Quake mod ftw.
How would it be set up? Would you have a textfile with positions where what weapon would spawn?

Offline KwS Pall

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Re: Weapon spawns
« Reply #7 on: November 30, 2007, 08:16:59 am »
i can write sth like that... maybe this will be an n00b script (how that will look like (ehh my english...)) but i'll write this (without adding coords by scripting - manually)

so i'll write Quake Script. (maybe i'll start in more than 1 week)
Things included:
- spawning weapons every 30 secs (can be changed)
- coords in one file (coords.ini)
- every man will have no weapon (can be changed)
- saving weapons you have taken (in D future - ver 1.1 - you can have up to 14 weapons)
« Last Edit: November 30, 2007, 01:43:50 pm by KwS Pall »
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Offline Thinkto urself

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Re: Weapon spawns
« Reply #8 on: December 04, 2007, 08:39:26 pm »
Quake mod ftw.
How would it be set up? Would you have a textfile with positions where what weapon would spawn?
Ya maybe,

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Offline Kavukamari

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Re: Weapon spawns
« Reply #9 on: December 04, 2007, 09:05:41 pm »
Quake mod ftw.
How would it be set up? Would you have a textfile with positions where what weapon would spawn?

I could make a really complicated script that would let you walk around and say '/weapset  *weap*' and it'd set a coord at that spot and write it to a file ('WeapCoords.txt')
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Offline KwS Pall

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Re: Weapon spawns
« Reply #10 on: December 27, 2007, 08:10:55 am »
Quake Mod released - look for script in scripts releases

Date Posted: December 22, 2007, 08:09:42 am
1.1

when i'll be at home (2008), i'll add a function that add spawn to a map - like '/add HK' or '/add 2' -> this will add HK to coords and reload coord form map.ini

full list here:
add dessert : '/add <dessert> <EaGles> <1> <DESSERT EAGLES>' (case won't matter)
add HK MP5 : '/add <HK> <MP5> <2> etc...
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