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Runemod 2


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EKS
Veteran Member
Join Date: Mar 2004
Location: Norway
Old 10-27-2006 , 14:51   Re: Runemod 2
Reply With Quote #121

when ? And how often
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 10-27-2006 , 15:11   Re: Runemod 2
Reply With Quote #122

Hey EKS...you should really pick this mod up.

I am seeing a surge in runemod servers(cz)....in fact I have helped to install a couple already.

I have since converted your runemod base and all runemod plugins to fakemeta, eliminating engine in the entire code for my server.

Seems like its finally starting to take off.

Just a thought.
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`666
AlliedModders Donor
Join Date: Jan 2006
Old 10-27-2006 , 15:36   Re: Runemod 2
Reply With Quote #123

Not very often, evry 2nd day or so.
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EKS
Veteran Member
Join Date: Mar 2004
Location: Norway
Old 10-27-2006 , 16:14   Re: Runemod 2
Reply With Quote #124

Quote:
Originally Posted by organizedKaoS View Post
Hey EKS...you should really pick this mod up.

I am seeing a surge in runemod servers(cz)....in fact I have helped to install a couple already.

I have since converted your runemod base and all runemod plugins to fakemeta, eliminating engine in the entire code for my server.

Seems like its finally starting to take off.

Just a thought.
http://www.game-monitor.com/search.p...&type=variable

Around 30 ish servers, not exacly taken off. But where its normaly been ( But it proberbly goes up and down). If you want to share your code i could post it as a diffrent version in the first post.

Quote:
Originally Posted by `666 View Post
Not very often, evry 2nd day or so.
then to be frank i dont care, its inside the update spawn vector code. Dont much mather then
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`666
AlliedModders Donor
Join Date: Jan 2006
Old 10-29-2006 , 20:12   Re: Runemod 2
Reply With Quote #125

Any one want to share with there custom rune(s)?
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EKS
Veteran Member
Join Date: Mar 2004
Location: Norway
Old 10-30-2006 , 01:33   Re: Runemod 2
Reply With Quote #126

Quote:
Originally Posted by `666 View Post
Any one want to share with there custom rune(s)?
That was kind of the point with runemod, to allow others to easy add more content but nobody ever did. So dont get you hopes up
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`666
AlliedModders Donor
Join Date: Jan 2006
Old 10-30-2006 , 08:32   Re: Runemod 2
Reply With Quote #127

Me & my m8 have some ideas for new runes, but don't know how to code. If some one bothered to do it, here it is:

Bad rune: Gravity Crash
Sets player's gravity to 10000, so if he walks over a small hump he dies lol.

Bad rune: Fire
Sets user on fire & other players can get caught on fire as well Same like in ATAC plugin

Good rune: re spawn chance.
Player have 50% chance of re spawning if he dies.

Bad rune: Slap
Player get slapped 50 times with 1hp damage.

Bad rune: Slow
Slows down player by 50%

Bad rune: Rocket
Makes you fly in to a sky like in ATAC plugin.

Good rune: mimic
You get double of your self to fool the enemy.

Bad rune: Blind
Player becomes blind.

Last edited by `666; 10-30-2006 at 08:42.
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Lexxus
Member
Join Date: Oct 2006
Location: Khimki (Moscow area)
Old 11-02-2006 , 04:49   Re: Runemod 2
Reply With Quote #128

Excuse me, for my foolish question, but what do to Rune mod worked together with CSDM??
Sorry, english limps beside me.
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 11-02-2006 , 11:30   Re: Runemod 2
Reply With Quote #129

Quote:
Originally Posted by Lexxus View Post
Excuse me, for my foolish question, but what do to Rune mod worked together with CSDM??
Sorry, english limps beside me.
You have to set sv_runemodsettings to include dm based spawning.
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Lexxus
Member
Join Date: Oct 2006
Location: Khimki (Moscow area)
Old 11-02-2006 , 16:39   Re: Runemod 2
Reply With Quote #130

Thank you. We'll try ;)
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