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Spawn point setting
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is setting spawn points to cheap?
yes
20%
 20%  [ 5 ]
no
40%
 40%  [ 10 ]
don't know
4%
 4%  [ 1 ]
don't care
0%
 0%  [ 0 ]
you're on crack
36%
 36%  [ 9 ]
Total Votes : 25

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FLAG_MAN



Joined: 28 Aug 2002
Posts: 131
Location: Calgary, AB

PostPosted: Mon Nov 11, 2002 12:23 pm    Post subject: Spawn point setting Reply with quote

I was playing on budget internet banimod 1, and kept setting spawn points in the hut be the objective room, so all of the axis would spawn there. it was really, really cheap, and the allies didn't even blow the supply room. I think setting spawn points is too cheap, anyone agree?
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bani
Site Admin


Joined: 21 Jul 2002
Posts: 3685

PostPosted: Mon Nov 11, 2002 12:47 pm    Post subject: Reply with quote

the distance for mp_tram was too small. i now increased it from 1000 to 2500.
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FLAG_MAN



Joined: 28 Aug 2002
Posts: 131
Location: Calgary, AB

PostPosted: Mon Nov 11, 2002 12:59 pm    Post subject: Reply with quote

sounds good, also, is there a way players can get points for setting spawn points? because I spent 20 minutse setting spawn points to get a score of 5 :/
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The Big Bad Cow



Joined: 08 Aug 2002
Posts: 981
Location: my house

PostPosted: Mon Nov 11, 2002 1:19 pm    Post subject: Reply with quote

so you are saying you want to get points from inputing commands in the console for the entire game? Rolling Eyes Very Happy Rolling Eyes
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FLAG_MAN



Joined: 28 Aug 2002
Posts: 131
Location: Calgary, AB

PostPosted: Mon Nov 11, 2002 1:44 pm    Post subject: Reply with quote

finally, someone who understands Very Happy
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PsychoSnowMan



Joined: 07 Nov 2002
Posts: 121
Location: You sure you want to know that?

PostPosted: Mon Nov 11, 2002 2:39 pm    Post subject: Reply with quote

i was just on budget internet 2 and ph0g and i were setting spawn points as allies in the basement barracks it was awesome i really like this spawn feature bani and the area limit makes it so it isnt too cheap
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FLAG_MAN



Joined: 28 Aug 2002
Posts: 131
Location: Calgary, AB

PostPosted: Mon Nov 11, 2002 6:28 pm    Post subject: Reply with quote

yes, now that you raised the limit on tram, it is alot better!
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Imbroglio



Joined: 02 Sep 2002
Posts: 416

PostPosted: Mon Nov 11, 2002 6:38 pm    Post subject: Reply with quote

listen these spawn points are absolutely rediculous, and i'm serious... maybe random spawning you know around you're base, but in the middle of the freakin map, who ever gets there first rules cause spawn protect basically lasts from one spawn to another unless spawn time is set longer, which it isn't, I'm sorry but if you thought of this bani, that is extremely dissappointing, i thought you'd come up with better shit than gay run there first and spawn and kill them with our spawn protect on, this is prolly the only bad thing to come out of you yet, and its really really dissappointing Tut-tut
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FLAG_MAN



Joined: 28 Aug 2002
Posts: 131
Location: Calgary, AB

PostPosted: Mon Nov 11, 2002 6:56 pm    Post subject: Reply with quote

Imbroglio wrote:
listen these spawn points are absolutely rediculous, and i'm serious... maybe random spawning you know around you're base, but in the middle of the freakin map, who ever gets there first rules cause spawn protect basically lasts from one spawn to another unless spawn time is set longer, which it isn't, I'm sorry but if you thought of this bani, that is extremely dissappointing, i thought you'd come up with better shit than gay run there first and spawn and kill them with our spawn protect on, this is prolly the only bad thing to come out of you yet, and its really really dissappointing Tut-tut

you can destroy the spawn points, you know
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Mon Nov 11, 2002 10:27 pm    Post subject: Reply with quote

I played on Oldcrows instagib goldrush with it. All of the axis was setting spawn points all over the allied side, and it was packed with action. Great fun. Both teams actually came out pretty equal, too. I think it's great.
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=SWAT=Kenny



Joined: 23 Aug 2002
Posts: 943

PostPosted: Mon Nov 11, 2002 11:23 pm    Post subject: Reply with quote

finally bani's dream of a co being useful has happened. i am glad to see his co finally become something that is useful. albeit different however it is useful. we run it on both the big server and goldrush. i was a co and was influenced by a co's spawn points.

it was fun being a co but it kinda blew when i spawned where newbie cos thought i should spawn. beach was super annoying cause i always spawned near the doc room. i love to keep the flag so it made it difficult to go to the flag from the doc room. bani is working on a more logical way to deploy people to the spawn points.

so just chill out take deep breaths for those that dont like it and be patient. he just came out with it and u have to give it time to get balanced out. i think u wil be happy with it in the end. i was doing somersaults when the shotgun was over powered and we found the error. so give this new toy a few revisions to get it working smoothly.

btw great job bani! i see good ways to use this as peeps learn and understand how important it is to work as a team. now the co is a team character.
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Der Kammisar



Joined: 08 Sep 2002
Posts: 158

PostPosted: Tue Nov 12, 2002 9:32 am    Post subject: Reply with quote

I was testing the CO's new ability over on the =SWAT= server last night and apart from miffing Kenney off a bit I've learned a couple of things.

Depending on the ranges set by the admin and the maps themselves, there are few "sweet spots" to set the spawn to. This ability could be a powerful boost to some otherwise "bogged-down" maps, like Beach. You've gotta trust your Commanding Officers tho. If not, you could wind up spawning in a bad spot and blow your chances of winning for the team.

A possible solution to counter-act dumb CO's like me would be to have a / command that players could enter. By default all players can be "spawnable" , only by using the / command would they be removed from the list of "spawnable" players. That way Kenney could always spawn back at the bunker if he wants to, or enter the / command again and choose to spawn where the CO set the point.
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=SWAT=Kenny



Joined: 23 Aug 2002
Posts: 943

PostPosted: Tue Nov 12, 2002 10:56 am    Post subject: Reply with quote

bani has it worked it out already. and yes u miffed me off. however it is for the best because his new solution is better.
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Ph0g



Joined: 10 Sep 2002
Posts: 1123
Location: Lurking in your bathroom

PostPosted: Tue Nov 12, 2002 1:31 pm    Post subject: Reply with quote

I agree with kenny, spawn points own. I now usualy play 50% of the game as scout/lieutenant and 50% of the game as CO, something I never thought I would do.

For everyone that things they are un-fair, lets go over some things.

1. Spawn points are destroyable.....very destroyable (they go down easy)

2. They only last for 1 spawn cycle

3. If you need to re-capture a spawn point area, toss a nade, throw some dyno, panzer them, any of the above will total the spawn points, then all you gotta worry about is killing the CO...if the exlposives didn't get him.

4. This is the most important thing for you to remember, anywhere your enemy can set a spawn point...you can set a spawn point!

So honestly, they are perfectly fair.


However I have found a very malicious use for them......bani thought of setting a minimum range for the spawn points...but did he ever think of a maximum? Twisted Evil
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PsychoSnowMan



Joined: 07 Nov 2002
Posts: 121
Location: You sure you want to know that?

PostPosted: Tue Nov 12, 2002 3:04 pm    Post subject: Reply with quote

2000 miles ph0g *wink* *wink* Wink
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