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HNS Deathmatch 2.1


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Jon
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Join Date: Dec 2007
Old 08-14-2008 , 19:46   Re: HNS Deathmatch 2.0
Reply With Quote #11

Quote:
Originally Posted by Bojangles View Post
I thought of that but if it's deathmatch that means there will be a new person respawning fairly often and you would have to flash all the seekers. This would get annoying. If you just set the person hiding invisible it won't interfere with the rest of the game.
Well, I could detect if there was a seeker in a range of x units and then flash his screen, but I think that would only get annoying. IMO the invisibility method is quite good.
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Old 08-15-2008, 06:17
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[X]-RayCat
Senior Member
Join Date: Sep 2006
Old 08-15-2008 , 18:30   Re: HNS Deathmatch 2.0
Reply With Quote #12

Quote:
Originally Posted by Bojangles View Post
I thought of that but if it's deathmatch that means there will be a new person respawning fairly often and you would have to flash all the seekers. This would get annoying. If you just set the person hiding invisible it won't interfere with the rest of the game.
But how can the other seekers see that invisible player?
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Jon
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Join Date: Dec 2007
Old 08-15-2008 , 18:50   Re: HNS Deathmatch 2.0
Reply With Quote #13

Quote:
Originally Posted by [X]-RayCat View Post
But how can the other seekers see that invisible player?
Quote:
When a CT kills a Terrorist he is directly transfered to the Terrorist team and will be invisible for a limited time (so he won't get killed instantly by a nearby seeker).
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Bojangles
Senior Member
Join Date: Sep 2007
Location: Over there
Old 08-15-2008 , 21:35   Re: HNS Deathmatch 2.0
Reply With Quote #14

Quote:
Originally Posted by [X]-RayCat View Post
But how can the other seekers see that invisible player?


I didn't mention that it was a short period of time. I thought that people would pick up on that. It was mostly implied that you wouldn't keep invisibility...
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Killer12201
Senior Member
Join Date: Dec 2007
Old 08-16-2008 , 03:06   Re: HNS Deathmatch 2.1
Reply With Quote #15

Oooh I like this I might actually put this on my HnS server.
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NeWx
Junior Member
Join Date: May 2006
Old 08-17-2008 , 21:52   Re: HNS Deathmatch 2.1
Reply With Quote #16

Good plugin

But it seems to always crash when I try to start the server.

And gives me this,
(see picture)


I just installed the new amxx 1.8.1
and this is the only custom plugin am running.
The server works fine without it.

My OS is windows vista 64bit.
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Alucard^
AMXX Moderator: Others
Join Date: Sep 2007
Location: Street
Old 08-18-2008 , 11:59   Re: HNS Deathmatch 2.1
Reply With Quote #17

i think is good if the T invisible have semiclip too ^^
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Bojangles
Senior Member
Join Date: Sep 2007
Location: Over there
Old 08-18-2008 , 16:15   Re: HNS Deathmatch 2.1
Reply With Quote #18

Quote:
Originally Posted by Alucard^ View Post
i think is good if the T invisible have semiclip too ^^
Would that be totally necessary. I mean if the server owner wants to add it they can but I don't think semi-clip should be a part of this mod. I think it is fine as it is.
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Extract
Member
Join Date: Feb 2008
Old 08-19-2008 , 11:51   Re: HNS Deathmatch 2.0
Reply With Quote #19

Quote:
Originally Posted by Bojangles View Post
You know what would be cool instead of godmode when you get turned into a terrorist. If you got turned invisible. That way you get a chance to hide without getting noticed. Then they can find you after you get time to hide.
Good idea, or just for the simplicity sake do like a Spawn-protection think for the newspawned T's that protects you for 3 sec or more.
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ingmar13
Member
Join Date: Jun 2008
Old 08-20-2008 , 15:41   Re: HNS Deathmatch 2.1
Reply With Quote #20

i have error but i can't find problem??

what did i do wrong?

i allready typed debug after it.

and i have all modules on server, any other suggestions?
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