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Tower Defense 1.46 (2008,Aug,14)


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D1CKps
Junior Member
Join Date: Aug 2008
Old 08-11-2008 , 11:36   Re: Tower Defense 1.38
Reply With Quote #51

yeah at real monster, to help in the game at critical situations.. like justcause second map.. 200 terrorists.. or some other maps..

no.. i could bring the menu up, but the turrets did not worked right.. the only fired at me =)
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fxfighter
Veteran Member
Join Date: Feb 2007
Location: Trollhättan
Old 08-11-2008 , 11:42   Re: Tower Defense 1.38
Reply With Quote #52

The turrets only fire agenst one entity type which is agenst the runners i have created.
If i gonna make it able to fire agenst players monsters and all that.
It will require a hell lot of changes and will be really more cpu intensiv and this plug will no longer be a tower defense.
its better to write a hole new plugin for it.
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D1CKps
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Join Date: Aug 2008
Old 08-11-2008 , 11:43   Re: Tower Defense 1.38
Reply With Quote #53

i know, i maybe start to write this plugin i already modified completly new.. maybe thats the best solution for it.. thanks at all
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Old 08-11-2008, 11:45
fxfighter
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fxfighter
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Join Date: Feb 2007
Location: Trollhättan
Old 08-14-2008 , 07:36   Re: Tower Defense 1.46(Y:2008,M:08,D:14)
Reply With Quote #54

So hope this suit you made really many changes and it became quite awsome now.
Version 1.46 lets you specify what kind of entitys they will shoot at and how much you gain.
Fixed really much and it was worth waiting for.
Everything exept the wp menu because i am to lazzy.
Tested it on cstrike and it works.
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letgoofmyeggs
Senior Member
Join Date: Aug 2006
Old 08-16-2008 , 02:54   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #55

can yu tel me wat to change to make it so i don use v_tfc_spanner.mdl and p_tfc_spanner.mdl but instead use knife.

i think its in this part of the code. i jus dont no wat to change it to

set_pev(id, pev_viewmodel2, "models/v_tfc_spanner.mdl")
set_pev(id, pev_weaponmodel2, "models/p_tfc_spanner.mdl")

Last edited by letgoofmyeggs; 08-16-2008 at 03:25.
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fxfighter
Veteran Member
Join Date: Feb 2007
Location: Trollhättan
Old 08-16-2008 , 04:45   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #56

just remove the hole public Event_CurWeapon(id)
and register_event("CurWeapon", "Event_CurWeapon", "be","1=1") in plugin_init.
you might get some warning that some variables arent used but that dosent mather.
Gonna add a cvar in next version to turn costum knife model off.
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rufee
Junior Member
Join Date: Aug 2008
Location: Lithuania
Old 08-19-2008 , 09:09   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #57

very nice mod thx
did you get the idea from Warcraft 3?

p.s
someone please host this mod
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Spin7ion
Junior Member
Join Date: Dec 2007
Old 06-06-2009 , 08:26   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #58

Good Idea, but bad realisation. At 5th wave all get boried, because there are many towers so you can sit and don't do anything. There is not any difficulty in the game.
Any way +karma for idea.

P.S. I'm looking forward seeing new more interesting version
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Igniuks
Member
Join Date: Mar 2007
Old 06-15-2009 , 10:52   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #59

Is this mod abandoned? I really like it, but like Spin7ion said, it's too easy. Is there a way to make a config that would be easy to modify the game, like how much turrets do damage and how many hp do the runner have?
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Owyn
Veteran Member
Join Date: Nov 2007
Old 06-15-2009 , 11:20   Re: Tower Defense 1.46 (2008,Aug,14)
Reply With Quote #60

runners takes no slots right? so playing multiplayer is possible? what about blocking? if i just block the passage with turrents? *lol, fun plugin, now when i look at it i remember StarCraft UMS maps tower defense, if you spend more time on this it may become popular and fun for multiplaying

edit: * looks like it may not, topic is 2008 year
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