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-   -   [REQ]Obstacles (https://forums.alliedmods.net/showthread.php?t=60387)

eXtinct 09-02-2007 13:28

[REQ]Obstacles
 
I was thinking about this and thought it might be fun to some.

Only CT team.

Round starts with CT team spawning at the opposite end of the map from the bomb site and the bomb is immediately planted. CTs must run to the bomb as fast as they can and defuse before it explodes. Admins should be able to create obstacles using models(barbed wire, shootable mines and trip mines, pits that you fall in to and get "buried alive") and place them throughout the map. All CTs start with defuser kit, so there is no need to buy it.

Was wondering if it would be possible to even have random model positions for every round. Winner gets a "good" prize for the next round that would aid him in getting to the bomb faster. All others receive nothing. Possible level system could work with saved XP. Higher XP you have will make you run faster and give you abilites like gravity, HA+AP, etc.
  1. Need ideas on abilities and "obstacles"
  2. Feedback is encouraged

TheLinxSWE 09-02-2007 15:31

Re: [REQ]Obstacles
 
This'd be great fun!
Also, it would need a fake player in the T team, to keep the game rolling.

eXtinct 09-02-2007 16:34

Re: [REQ]Obstacles
 
Fake player?

BlackMilk 09-03-2007 08:21

Re: [REQ]Obstacles
 
Like a bot, as long as there is a non-active Terrorist "player" the game/round won't restart if a new player joins and goes T for example, and neither can the bot/fakeplayer (w/e) leave the server.

eXtinct 09-03-2007 11:31

Re: [REQ]Obstacles
 
Ahh gotcha! Good idea!

Reaper2331 09-03-2007 12:04

Re: [REQ]Obstacles
 
yes this would actually be a fun mod.........if i had more experiance coding i would do it but i can only code small things


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