Re: [L4D/L4D2] Anti-Rush System
So i tested on all maps. (Btw i like the street barricades.)
Blood Harvest - I didn't see any block. Dead Air - No block. The Parish - Working fine, but you can still go out on left and right. The Sacrifice - Working, but you can go out on the boat. No Mercy - Working, but the another way is not blocked. Death Tool - Didn't see any block. The others maps a working fine. :) Btw i still have this: Quote:
I can show screensshots, if its easyer for you. :) |
Re: [L4D/L4D2] Anti-Rush System
Yup, it's normal because of late model precaching. I'm still working to find the right places to put path blocks and this time, find other models to use as fences.
EDIT: I'm gonna change the models for The Parish and The Sacrifice as I found one which suits to block the path. |
Re: [L4D/L4D2] Anti-Rush System
I think i found an another problem. (Or not.) :|
Example: On Dead Center, human infected can't go through the block in ghost mode to find a good spot before the block time is over. |
Re: [L4D/L4D2] Anti-Rush System
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Hmm it's possible to use infected models as blocks? Maybe a tank? I think human infected can go trough in ghost mode. I'm not 100% sure, just an idea. |
Re: [L4D/L4D2] Anti-Rush System
Hmm, I just had a temporary idea. I will teleport all infected players just few distances away from the path blockers. What Versus server do you host? Normal 4vs4 or extended 4+vs4+?
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Btw i like the teleport idea, that was the second thing i was thinking. :) |
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can u tell me how fix this any commands ? |
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