Search found 1986 matches
- Tue Aug 15, 2023 9:12 am
- Forum: Map Discussions
- Topic: ONS-Echo...
- Replies: 11
- Views: 546
Re: ONS-Echo...
The EONS boards... wow they are slow. I could dodge jump there faster :lol: It was fun. It definitely has a strong side. It seemed like netcode went out in the second round again :( I haven't checked logs but I bet there is another 'accessed None 'C' ' in the controllerlist loop. I noticed 3SPN has ...
- Sun Aug 13, 2023 4:00 pm
- Forum: Map Discussions
- Topic: ONS-Old-Skool
- Replies: 11
- Views: 794
Re: ONS-Old-Skool
It has a few long hallways, so probably yes
- Sun Aug 13, 2023 2:21 pm
- Forum: Map Discussions
- Topic: ONS-Old-Skool
- Replies: 11
- Views: 794
Re: ONS-Old-Skool
Ok, zip updated.
- Sun Aug 13, 2023 2:16 pm
- Forum: Map Discussions
- Topic: ONS-Old-Skool
- Replies: 11
- Views: 794
Re: ONS-Old-Skool
What? I added it to myLevel package. It shouldn't be needed
- Sun Aug 13, 2023 2:04 pm
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 443
- Views: 67667
Re: Misc Map Changes Thread..for little glitches and annoyances...
Right click the mesh -> convert -> convert to brush
BOOM hehe.
Then you can just create a blocking volume out of the brush.
Use sparingly as complex blocking volumes can slow the engine down.
BOOM hehe.
Then you can just create a blocking volume out of the brush.
Use sparingly as complex blocking volumes can slow the engine down.
- Sun Aug 13, 2023 11:07 am
- Forum: Map Discussions
- Topic: ONS-Old-Skool
- Replies: 11
- Views: 794
ONS-Old-Skool
Download here ONS-Old-Skool.zip ONS remake of Diealot's DM-OldSkool. https://i.imgur.com/BOZq9mq.png https://i.imgur.com/FqkjY0x.jpeg https://i.imgur.com/B6ormgq.png https://i.imgur.com/gfdk6BE.png https://i.imgur.com/HmGdLsI.png https://i.imgur.com/cPkGoSm.png It's stock weapons/vehicles and includ...
- Sat Aug 12, 2023 11:24 pm
- Forum: Map Discussions
- Topic: ONS-AlenjaForest-)o(
- Replies: 32
- Views: 1306
Re: ONS-AlenjaForest-)o(
That's really weird because when you run it from the editor, it runs a dedicated server then connects to it.
- Fri Aug 11, 2023 6:03 pm
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 443
- Views: 67667
Re: Misc Map Changes Thread..for little glitches and annoyances...
Also, not sure if this will work with the new VehicleExitFix mutator. Maybe I should incorporate that into utcomp also?
*edit*
Ok I checked utcomp code and I think they will work together, haven't tested it though.
*edit*
Ok I checked utcomp code and I think they will work together, haven't tested it though.
- Fri Aug 11, 2023 6:00 pm
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 443
- Views: 67667
Re: Misc Map Changes Thread..for little glitches and annoyances...
in User.ini -
E will exit right, Q will exit left
I don't use it because Q is also boost in the bomber vehicles, but you could use another key also
Code: Select all
Q=SetPreferredExit Left 1 | Use
E=SetPreferredExit Right 1 | Use
I don't use it because Q is also boost in the bomber vehicles, but you could use another key also
- Fri Aug 11, 2023 12:29 pm
- Forum: Map Discussions
- Topic: VehicleExitFix 1.0
- Replies: 9
- Views: 531
VehicleExitFix 1.0
Download here CSVehicleExitFix_1.0.zip Overrides the vehicle exit function to force you to exit even in tight spaces. If the space is too tight (like a raptor inside the cabinet on MB) you might crush yourself. It has an Enabled flag we can set in webadmin in case it causes problems. Code is on the ...