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DoD Killing Spree (Bonus Round)


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fysiks
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Old 03-01-2009 , 18:20   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #11

Quote:
Originally Posted by BOYSplayCS View Post
Yes it does, unless you don't comprehend English.
Why would he need to update something that is complete?
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BOYSplayCS
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Old 03-01-2009 , 19:12   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #12

More commands/cvars.
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diamond-optic
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Old 03-01-2009 , 21:53   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #13

great plugin.. love it!

but i just noticed that im no longer getting killed by the enemy spawn guns during normal rounds after winning one and having the killing spree
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YamiKaitou
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Old 03-01-2009 , 22:42   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #14

Quote:
Originally Posted by BOYSplayCS View Post
More commands/cvars.
Such as? Unless you tell him what he needs to update, chances are he isn't going to update it
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Vet
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Old 03-01-2009 , 23:06   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #15

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Originally Posted by diamond-optic View Post
but i just noticed that im no longer getting killed by the enemy spawn guns during normal rounds after winning one and having the killing spree
On which map and which spawn point are you getting this??? The spawn protection entities (trigger_hurt and func_tank) return to normal when I test it on dod_flash and dod_kalt. Maybe there's a situation I overlooked. Or is it possible another plugin is interacting with this one? Let me know, because they're suppose to reactivate after a kilingspree.
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Last edited by Vet; 03-01-2009 at 23:34.
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diamond-optic
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Old 03-01-2009 , 23:22   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #16

hmm it was on dod_avalanche on linux 32bit, had the plugin disabled by default and i enabled it when i went on

i do have the spawns swapped and some of the func_tanks moved around.. but just finding them by being func_tanks should work just fine.
also, the trigger_hurts i have seem to work again afterwards... seems to just be the func_tanks


now that i think about it, i tried restarting the map but not the server itself and its very possible that it might be a good idea for me to try
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Vet
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Old 03-01-2009 , 23:37   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #17

Keep me updated if you find out anything.
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fysiks
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Old 03-01-2009 , 23:43   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #18

func_tank ?= gun sounds when I enter spawn
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Vet
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Old 03-01-2009 , 23:53   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #19

Typically yes, func_tanks will generate a gunshot sound too. But if you're talking about dod_flash, there's also another model that covers the spawn area and triggers a gunshot sound. I know because I spent quite awhile trying to figure out where in the hell that sound was coming from.
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Last edited by Vet; 03-01-2009 at 23:56.
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Vet
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Old 03-02-2009 , 09:01   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #20

Quote:
Originally Posted by BOYSplayCS View Post
More commands/cvars.
What? 7 CVars aren't enough? Plus, via the cfg file you can set it up to do about whatever you want.
But, if there's an option you'd like me to consider, I'm listening...
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