RepCom Promod

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arramus
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Re: RepCom Promod

Post by arramus »

These ones are a bit clearer without the shield damage displaying. Changing weapon loadout may be in the properties if you do a little digging. Attachments can simply be duplicated from the existing Rep class.

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I particularly like the ideas about fixing the glitches and balancing the weapons from the regular maps to create a much more even and fair playing field. I'll be watching this thread to see what's decided and lend a hand where necessary...but to be honest you've got all the skills needed right here.
Last edited by arramus on Wed Mar 24, 2010 4:16 pm, edited 1 time in total.
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Vash
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Re: RepCom Promod

Post by Vash »

Yea that's what I mean... what I see here is a really good work, but it would be complete if both sides would start with Dc-17-Blaster instead of the Trando Repeater.
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Re: RepCom Promod

Post by Lethal »

if we use that idea..i wud refer not to have the trando edited guy look liek a skinny unformed clone lol

and ye i wud also like it if we just eredicated the reapeater as a starting weapon btu added it as a weapon that is available to be picked up for nayone that wants to use it...ik that most people wud prefer not to use it
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Re: RepCom Promod

Post by viva »

Vash wrote:Yea that's what I mean... what I see here is a really good work, but it would be complete if both sides would start with Dc-17-Blaster instead of the Trando Repeater.
i think somebody already said something like 4- 5 rep blasters in trando base....
you can´t ban me ":D"
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Re: RepCom Promod

Post by Vash »

viva wrote:i think somebody already said something like 4- 5 rep blasters in trando base....
This ain't a solution!
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Re: RepCom Promod

Post by Judge »

It's all in Properties I think. I think Fraz knows how to change that.
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Re: RepCom Promod

Post by S.T.O.R.M. »

You can change the spawn weapon. It's bit tricky cos you have to find the right file...
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Re: RepCom Promod

Post by viva »

cant u simply search for it?
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Re: RepCom Promod

Post by Ironhide »

Judge wrote:It's all in Properties I think. I think Fraz knows how to change that.
That would be great, changing the start weapon and creating some new skins, I think Numb said he can do some new ones.
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Re: RepCom Promod

Post by S.T.O.R.M. »

viva wrote:cant u simply search for it?
LOL... dude not everything is so easy :xD:
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Re: RepCom Promod

Post by arramus »

Here's a loadout example. Just testing with Vash.

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In this case both teams spawn as Rep but the Trando still sees his Trando arms in the HUD. This should be yet another Properties edit.

However, Trando spawns with a DC17 and the Rep spawns with an SMG just for testing purposes.
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Re: RepCom Promod

Post by Vash »

Yep, works really good. :-)
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Re: RepCom Promod

Post by Numb »

Nice! If both teams can spawn with blaster I could try creating some new rep skins.

Btw, we can use the trando-blaster as a new wep (with modifications) What do you think?
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Re: RepCom Promod

Post by DC-17 »

Judge wrote:I think it's possible.

I remember a server (long time ago) where your teammates were considered as ennemies (red aim) and you could kill them.
Yes it's because the host had extanded the number of players capacity of his server, with set.engine controller , players #...

When you joined the server which was already 32/32+, you wouldn't be count as a player, you wouldn't have your name recorded in the score board and you'd be able to shoot at both reps and tranies :)


=> I agree to you that one of our problems in RepCom is the thing that trandos respawn with repeater and that people prefer clone skins.

a) -> It would be amazing to be able to play Clones vs Clones ( Red vs Blue for instance ):

! b) -> Why would this blaster/repeater thing still be a problem if we change the shots skin ? People would see the same "lights and colours" going out from their blaster/repeater and it would be fair enough.
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Re: RepCom Promod

Post by TheSold3y »

I would love to help you guys :)
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