Search found 13 matches
- Tue May 17, 2005 5:51 pm
- Forum: ET Pro News
- Topic: ET Pro 3.1.15 Public Beta Release
- Replies: 69
- Views: 122827
Very nice features. Maxmortar pitch is cool, the new demoplayback tools will be great for movie making (and probably other stuff too). I was most impressed by the minecharge fix though - a very elegant solution imo. Now all that's needed is a proneshootdelay instead of the pronedelay (which is effec...
- Tue May 10, 2005 3:33 pm
- Forum: ET Pro
- Topic: Feature Request: b_fixedmortar
- Replies: 15
- Views: 17564
- Thu Apr 28, 2005 3:48 am
- Forum: ET Pro News
- Topic: ET Pro 3.1.13 Public Beta Release
- Replies: 114
- Views: 173094
If it's possible to implement no damagedropoff and wolfrof, would it be possible to make the cvars variable? I've seen a few people asking from a msec value input to wolfrof and some kind of variable slope for damagedropoff would also be good imo. Along similar lines, with damagedropoff the only cha...
- Tue Apr 26, 2005 3:55 pm
- Forum: ET Pro
- Topic: Feature Request: b_commandmapicons
- Replies: 9
- Views: 9655
- Wed Mar 23, 2005 5:45 pm
- Forum: ET Pro
- Topic: Prone proposal
- Replies: 20
- Views: 18521
Both are ideas that have a lot of merit. The restriction of movement I'm not sure about - it would require testing. The shootdelay that Tron proposes, however, is something I've been arguing for (albeit not very actively) for around a month now. I think it's a far more useful, practical and elegant ...
- Wed Mar 23, 2005 5:40 pm
- Forum: ET Pro News
- Topic: ET 2.60 Patch with etpro status
- Replies: 262
- Views: 298882
Towards the bottom of page 2 (through page 12) all the ETPro servers are empty. Just an interesting note, only about 400 servers of the ~2K are active. I think that's a simple product of it being the competition mod - lots of the servers are private ones rented by clans and used only when they play...
- Wed Mar 23, 2005 5:38 pm
- Forum: ET Pro News
- Topic: ET 2.60 Patch with etpro status
- Replies: 262
- Views: 298882
hey ho it would be great if you could fix etpro 3.10 and 3.19 cause the most leagues play with 3.10 cause 3.19 is a bit noobish and not an official release or? What? As far as I know, most leagues REQUIRE ETPRO 3.19. This includes CAL, TWL, STA, WPL, and OGL. I believe GGL requires this as well. Du...
- Fri Feb 11, 2005 12:03 pm
- Forum: ET Pro
- Topic: supplydepot2 etpro mapscript
- Replies: 64
- Views: 75513
There are two other relatively important bugs in supplydepot that I know of, if they haven't been mentioned already - firstly a mortar can go through the roof of the forward bunker and hit either the middle or lower rooms, which is obviously not intended. Secondly if the game is paused while the gol...
- Tue Oct 12, 2004 4:51 am
- Forum: ET Pro
- Topic: spawntimers: the thread that will not die.
- Replies: 108
- Views: 75835
I think a lot of people are missing just how tactical a predictable spawntime is for the offensive team. On some maps (goldrush is the biggest one but there are others) the allied team has to know almost exactly when the axis team spawn in order to have any hope of a successful attack - many maps (a...
I'd say there is overwhelming public support for a modified goldrush from competition players - almost all I have talked to want the bank phase fixed and if WeblionX can do something to fix them then that's great (and from the changes he proposed when I chatted to him a few days ago, it sounds like ...
- Sun Sep 26, 2004 6:23 am
- Forum: ET Pro
- Topic: XP PROBLEM - plz get in and try to help me
- Replies: 8
- Views: 5972
This is a forum for discussion of a competition ET mod (use on public servers for non-competition play is not a primary concern). The mod in question is moving further towards removing the entire XP system every day because it contributes very little to competition gameplay. Hence your question is n...
- Sun Aug 22, 2004 7:35 am
- Forum: ET Pro
- Topic: Banning mortar scripts
- Replies: 91
- Views: 63129
The problem with the mortar script is only really evident on maps where you want to hit a number of locations very quickly (generally 2 locations with as little time between the two as possible). Doing this manually is very difficult - you have to move the mortar fast and make sure it's in exactly t...