Deploy mines on any texture
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Deploy mines on any texture
Greets,
I have found that certain mappers use their own custom textures for grass/snow, etc... in their maps; and hence engineers cannot place mines since the texture is "unknown" to banimod; and whether or not the texture should be permiable. (hence, whether or not a mine can be placed there)
I cannot find a way to allow mines to be placed on these textures within the current scope of commands/cvars/settings.
I suggest: g_mines 2
Allows mines to be placed on any texture.
- R208.
I have found that certain mappers use their own custom textures for grass/snow, etc... in their maps; and hence engineers cannot place mines since the texture is "unknown" to banimod; and whether or not the texture should be permiable. (hence, whether or not a mine can be placed there)
I cannot find a way to allow mines to be placed on these textures within the current scope of commands/cvars/settings.
I suggest: g_mines 2
Allows mines to be placed on any texture.
- R208.
- =FF=im2good4u
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well it should be posable if oyu make a shader file for those maps/textures (whit serveparm snowstap,grasstep or something) and .pk3 it add it to you server dir and make it dl able
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But those maps use stock textures; and thus one should not use this feature; since all the textures in that map are known.gotenks wrote:ok... one flaw with that would be planting mines on document objectives and in doorways that need to be opened... eg in the war room, as well as neer the entrance to ducts... sounds very exploitable... and the reason bani didn't use mines in the first place, to me
Likewise, if one changes to a stock RTCW map, simply adding into /scrips/stockmap.script (ie mp_beach.script) a line which says "g_mines 1" would nullify the above.
I run mp_marketgarden (Splashdamage Map) and mp_utopia (Cyrex's Map), neither of which involve a war room... and would benefit from use of mines around their respective objectives.
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- =FF=im2good4u
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like i sad use a shader file
im not usre but i think mines are placeable on surfaceparm snowstap
im not usre but i think mines are placeable on surfaceparm snowstap
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Agreed. I suppose what I am asking for is a list of textures and/or shaders which are allowed to have mines placed on them. For one of the maps, I could have the author modify the map to support it.=FF=im2weak4u wrote:like i sad use a shader file
im not usre but i think mines are placeable on surfaceparm snowstap
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- =FF=im2good4u
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or i could do it if i had any of those maps
you dont need to edit the map onlt the mapname.shader file
you dont need to edit the map onlt the mapname.shader file
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yep i thought so
so jsut edit the shaderfiles
so jsut edit the shaderfiles
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- =FF=im2good4u
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well if the authoer doesnt do it . it would still be ez to do it yourself, besides its only a small file
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Unfortunately the .shader is inside the .pk3 file; which, if changed, would make the CRC on the file different form the "official" version; and thus, it appears to be a "different map" than what people have downloaded.=FF=im2weak4u wrote:well if the authoer doesnt do it . it would still be ez to do it yourself, besides its only a small file
With "sv_pure 1" server-side, the server would disallow any client to use a modified map, since the CRC of the file would have changed; and the server would have no choice other than to re-download the map (13 Mb!+) to the client... a no-win situation.
Since the map I was discussing is still in "beta", I have suggested the shader information be addedto his custom textures; and thus; once the "full" version is released, there will be no issues as above.
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well ..
my idea was not to just chance the file inside the same.pk3
make a new .kp3 like r203shaders.pk3 and add the .shader stuff in there
if oyu keep the filenname of the shader file and the directory path then it sould overwhite the mapfile insde etmain whit the file inside etpro and just make it dl that litle file inside etpro
i dont know how this work whit sv_pure but else disable sv_pure
my idea was not to just chance the file inside the same.pk3
make a new .kp3 like r203shaders.pk3 and add the .shader stuff in there
if oyu keep the filenname of the shader file and the directory path then it sould overwhite the mapfile insde etmain whit the file inside etpro and just make it dl that litle file inside etpro
i dont know how this work whit sv_pure but else disable sv_pure
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