Search found 145 matches

by SickBoy
Tue Sep 28, 2004 10:53 am
Forum: ET Pro
Topic: hitsounds stuff..
Replies: 32
Views: 19043

there available to EVERYONE so its not ur at like a disadvantage to the nxt guy That's the argument that was used to get the spawntimer in future etpro versions. Maybe soon an aimbot that anyone can use, that would be a fair addition too. Or a pre-scripted mortarbot where you have to click on the c...
by SickBoy
Fri Sep 17, 2004 10:30 am
Forum: ET Pro
Topic: cannot see target?
Replies: 18
Views: 11637

yeah lets make it even easier for fieldops to spam their heavy artillery :roll:
by SickBoy
Thu Sep 16, 2004 12:44 am
Forum: ET Pro
Topic: Complaint about ETPRO
Replies: 16
Views: 10528

you should ask your money back man

I find this shit too hard too man, that's why I'm playing minesweeper now, it's like PREINSTALLED AND CONFIGGED BY WINDOWS
by SickBoy
Sat Sep 11, 2004 9:03 am
Forum: ET Pro
Topic: what would yuo like in the next version of etpro?
Replies: 33
Views: 21284

Lagger wrote:bind mouse1 +riverdance so i can dance on their dead bodies, while spamming vsays and howling on ventrilo. plz bani?
If I had to choose between this and faster shooting, I'd definately go for this 8)
by SickBoy
Thu Sep 09, 2004 9:30 am
Forum: ET Pro
Topic: b_fixedphysicsfps vs. pmove_fixed 1
Replies: 17
Views: 11042

I'm not too sure about this, but some maps (trickjump maps) seem to redefine what pmove_fixed does (example: maniac mansion and the q3 ocp or whatever map). So do you have the difference on regular maps as well? And you haven't accidentaly got pmove_msec on anything but 8?
by SickBoy
Mon Aug 30, 2004 2:49 am
Forum: ET Pro
Topic: Longdistance shooting
Replies: 11
Views: 6776

Damage reduction over long distance is a good thing, it favours the attacking team
by SickBoy
Mon Aug 30, 2004 2:46 am
Forum: ET Pro
Topic: Tank Bug
Replies: 17
Views: 9813

Yesterday I saw the tank riding over a destroyed bridge in fd. Thought that was fixed ages ago?
by SickBoy
Thu Aug 26, 2004 8:59 am
Forum: ET Pro
Topic: Banning mortar scripts
Replies: 91
Views: 66330

does using this mortar script give them an advantage over mortars with coordinates written down on a piece of paper? the answer is no... I think the answer is clearly 'yes'. Have you watched the demo ? Do you get the same speed and accuracy with your piece of paper? the script is slow and you can m...
by SickBoy
Thu Aug 26, 2004 5:04 am
Forum: ET Pro
Topic: Rifle Granades
Replies: 33
Views: 20840

Re: No Thanks

I'm against the optional cvars, making it possible to change the Rnades. My sole argument being that I believe the ETPro mod, was not designed for public use. The fact that alot, more than half, of all public servers run ETPro doesn't justify the ETPro team spending their time on a feature, that wo...
by SickBoy
Tue Aug 24, 2004 3:06 am
Forum: ET Pro
Topic: Banning mortar scripts
Replies: 91
Views: 66330

Here's a demo I found floating on the net. http://demos.localhost.co.nz/et/mortarbot.dm_83 Use the 'insert' key to track the mortar. RKP Just a little addition to anyone watching the demo, press G (or whatever key you have bound) to get the command map up and see where the hits land, rather than ju...
by SickBoy
Tue Aug 24, 2004 1:30 am
Forum: ET Pro
Topic: Banning mortar scripts
Replies: 91
Views: 66330

Look at that demo... and then tell us all again about the "piece of paper"
by SickBoy
Mon Aug 23, 2004 10:03 am
Forum: ET Pro
Topic: Banning mortar scripts
Replies: 91
Views: 66330

Any team worth their salt will be able to get around it. We could easily do without pb and etpro anti-cheat, because if you are worth your salt, you shouldn't whine about cheaters The wall/ballhacker: all you need is better accuracy the aimbott0r: all you need is a weapon with splashdamage and shoo...
by SickBoy
Mon Aug 23, 2004 6:23 am
Forum: ET Pro
Topic: Banning mortar scripts
Replies: 91
Views: 66330

how can some of you people NOT consider this cheating?

automated aiming = aimbot = cheat

simple as that.
by SickBoy
Wed Aug 18, 2004 1:11 am
Forum: ET Pro
Topic: Medic Class Restrictions
Replies: 114
Views: 71376

Just an idea: I think reducing ammo would nerf the medic a bit and make the role as ammo distributor more important for the field op. Medic starts with 30 bullits for smg and 24 (8/16) for luger or colt, plus a nade. Max ammo: 30/60 instead of 30/90 and 8/24 instead of 8/32 light weapon 1: max ammo ...