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Runemod 2


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bmann_420
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Join Date: Jan 2005
Location: [SuperCentral.co]
Old 01-05-2007 , 18:06   Re: Runemod 2
Reply With Quote #151

The thing is, when that error comes up, that is when nobody can hurt anybody. Only when that error comes up...

ANd TY EKS for the answer
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Last edited by bmann_420; 01-06-2007 at 03:03.
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10Stars
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Join Date: Mar 2006
Location: New Jersey
Old 01-06-2007 , 04:13   Re: Runemod 2
Reply With Quote #152

Anyone have any idea on changing how many runes spawn at one point in time.

I changed the #DEFINE MAXRUNES in the include to 0, then recompiled locally, recompilling was fine, but it didnt seem to change anything in game after a restart.
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EKS
Veteran Member
Join Date: Mar 2004
Location: Norway
Old 01-06-2007 , 10:32   Re: Runemod 2
Reply With Quote #153

Quote:
Originally Posted by bmann_420 View Post
The thing is, when that error comes up, that is when nobody can hurt anybody. Only when that error comes up...

ANd TY EKS for the answer
It is posible Runemod has the ability to "block" some types of dmg, but i find it unlikely that the warring you get in the console would produce that bug.

Quote:
Originally Posted by 10Stars View Post
Anyone have any idea on changing how many runes spawn at one point in time.

I changed the #DEFINE MAXRUNES in the include to 0, then recompiled locally, recompilling was fine, but it didnt seem to change anything in game after a restart.
That #define changes the maximum allowed runes that can be handled, it does not increase the number of runes spawned. You need to change the cvar settings for that
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king_m1k3
Junior Member
Join Date: Aug 2006
Old 01-17-2007 , 20:19   Re: Runemod 2
Reply With Quote #154

Is anyone else having this problem:

If I have this plugin running (even if runemod_disabled is set to 1) and then try to change to a KZ map, the server immediately crashes. I've disabled all other plugins and narrowed it down to rune mod. Anyone else experiencing anything similar?
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Rock On
Member
Join Date: Jul 2006
Old 01-22-2007 , 11:50   Re: Runemod 2
Reply With Quote #155

keep new runes coming..

we LOVE this mod..

tyvm
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Last edited by Rock On; 01-22-2007 at 11:56.
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bmann_420
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Join Date: Jan 2005
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Old 01-22-2007 , 15:25   Re: Runemod 2
Reply With Quote #156

@ king,

IF anything it might be the map (kz) or a kz plugin that activated on kz maps.

I wish their were more Runes, I have looked for many but found only what is on this t hread which include the few from the one in the trash.
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Old 01-25-2007, 03:55
jwooram77
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bmann_420
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Join Date: Jan 2005
Location: [SuperCentral.co]
Old 01-25-2007 , 17:04   Re: Runemod 2
Reply With Quote #157

why dont you debug it so you can see the error?

runemod_ninja.amxx debug in the .ini
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CantShoot
Junior Member
Join Date: Jan 2007
Location: Delaware
Old 01-27-2007 , 10:17   Re: Runemod 2
Reply With Quote #158

I

Love the RuneMod
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CantShoot
Junior Member
Join Date: Jan 2007
Location: Delaware
Old 01-27-2007 , 10:19   Re: Runemod 2
Reply With Quote #159

I

Love the RuneMod

Would be nice to have a Bazooka Rune.
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Join Date: Jul 2006
Old 01-27-2007 , 15:13   Re: Runemod 2
Reply With Quote #160

yup on bazooka..

we're looking for a laser mine rune..
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