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Search: Posts Made By: Inexgrav
Forum: Plugin/Gameplay Ideas and Requests 01-16-2014, 08:25
Replies: 4
Views: 11,088
Posted By Inexgrav
Re: [Req CS:GO] Disable random weapons in Deathmatch gamemode

It's a client cvar, that switches mode on and off, means it's not triggerable via rcon.
Forum: Plugin/Gameplay Ideas and Requests 01-12-2014, 06:15
Replies: 4
Views: 11,088
Posted By Inexgrav
Re: [Req CS:GO] Disable random weapons in Deathmatch gamemode

I don't use a plugin for that, it's a Valve gamemode in CS:GO
Forum: Plugin/Gameplay Ideas and Requests 01-12-2014, 03:45
Replies: 4
Views: 11,088
Posted By Inexgrav
[Req CS:GO] Disable random weapons in Deathmatch gamemode

Hi,
I want to disable the use of dm_togglerandomweapons by client or disable random weapon function in Deathmatch gamemode altogether.
Is there any way I can do that with cvars/configs and I just...
Forum: Plugins 12-23-2013, 04:46
Replies: 77
Views: 44,872
Posted By Inexgrav
Re: [TF2] Runescape Fortress Mod Beta (v 1.9 BETA) Updated 12-16-13

Only on medieval maps, I don't use the plugin on those.
Forum: Plugins 12-21-2013, 23:03
Replies: 77
Views: 44,872
Posted By Inexgrav
Re: [TF2] Runescape Fortress Mod Beta (v 1.9 BETA) Updated 12-16-13

Yeah just giving Soldiers Batallion/Buff Banner/Concheror will improve their usefulness, cause they are only useful against medics whos spells are on cooldowns, and maybe Rangers. (if Soldiers ever...
Forum: Plugins 12-21-2013, 09:22
Replies: 77
Views: 44,872
Posted By Inexgrav
Re: [TF2] Runescape Fortress Mod Beta (v 1.9 BETA) Updated 12-16-13

Why give wizards a way to destroy projectiles for free? It uses no metal, and rangers are supposed to counter wizards.
Forum: Plugins 12-21-2013, 08:32
Replies: 77
Views: 44,872
Posted By Inexgrav
Re: [TF2] Runescape Fortress Mod Beta (v 1.9 BETA) Updated 12-16-13

Warriors need to have battlecry buffs to be more useful, wizards need short circuit to be replaced with something else because of the recent buffs, it annihilates everything. Engineers need dispenser...
Forum: Plugin/Gameplay Ideas and Requests 12-19-2013, 23:45
Replies: 0
Views: 618
Posted By Inexgrav
[TF2 Paid req] FortWars slight modification

I want someone to modify FortWars to work not only on setup time but on any time (basically a sandbox) and to not display few messages in the center of the screen.
Basically that's it, if you're...
Forum: Plugins 12-03-2013, 09:55
Replies: 50
Views: 38,772
Posted By Inexgrav
Re: [TF2] Zombie Fortress Redux - [v1.01]

Had a chance to test it on a live server, works perfectly. Thank you for this, was really looking for vanilla ZF, cause it's the best one.
Forum: Plugins 12-02-2013, 23:42
Replies: 109
Views: 69,068
Posted By Inexgrav
Re: [TF2] Noise Maker Player

Is there any way I can disable "Halloween Note" particle effect on a player?

I found that this plugin is the perfect replacement for "Say sounds" in Prophunt, but particle thing kinda ruins that.
Forum: Plugin/Gameplay Ideas and Requests 11-30-2013, 14:35
Replies: 0
Views: 686
Posted By Inexgrav
[TF2] Radio interference and sound effect simulation

http://www.youtube.com/watch?feature=player_embedded&v=MlNJtYF4z24#t=69
Is it possible to add radio "clicks" and sound effects to what people are saying on a voice chat like in Arma or other games?
Forum: Plugin/Gameplay Ideas and Requests 11-22-2013, 04:33
Replies: 15
Views: 8,370
Posted By Inexgrav
Re: [TF2] Medic MvM upgrades for normal game

I meant upgrades from the new update, reanimator and projectile shield to be specific, I renamed a thread to reflect that.
So what I was thinking was that converting upgrades to weapons somehow.
Forum: Plugin/Gameplay Ideas and Requests 11-21-2013, 21:46
Replies: 15
Views: 8,370
Posted By Inexgrav
[TF2] New medic MvM Upgrades to Weapons in normal gameplay

Anyone working on this one? Allowing medic upgrades from mvm to be used not only in MvM but in regular game like new weapons?
Showing results 1 to 13 of 13

 
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