Suggestions for PROMOD version 2.0

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Lionheart
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Re: Suggestions for PROMOD version 2.0

Post by Lionheart »

Nah, imo its shit.
Where is the challenge for the Flagrunner if hes able to take ACP and gonna rip your ass, without having the problem to throw the flag away (so it can be returned...).

Im totally with Iron, you should ahve to choose between Weapon 1, weapon 2 and flag (weapon3), futher you have to overthink that the Flagrunner as to be marked as one.
Last edited by Lionheart on Mon Jul 26, 2010 3:02 pm, edited 1 time in total.
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Re: Suggestions for PROMOD version 2.0

Post by Lethal »

ye but if there is fixed classes..and lets say acp isnt on the flag running class....he will have to kill soemone that has that class then pick it up to use it
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Re: Suggestions for PROMOD version 2.0

Post by TheSold3y »

Classes like: Runner, Sniper, OFiccer and Heavy-whatever
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Re: Suggestions for PROMOD version 2.0

Post by S.T.O.R.M. »

Hi!
It was better if we could use one single folder for RC than one for retail and one for promod mode. This could get changed easily but it takes some time.
Is there anyone who is familiar with the UT editor and would like to do sth. for promod? You should be able to import/export textures and adjust some entries in the properties. So if there's anyone, please contact me for more details. Thanks.
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Re: Suggestions for PROMOD version 2.0

Post by Ironhide »

We could also include several different mods in promod, like a better InstaGib version (no blaster at all, avoids this bug when you have one, and maybe no crosshair? It is still quite easy with a crosshair).
Or any other things, like a promod-hardcore mod in which every weapon has 30-40% more power. This all could be in 1 setup and just in 1 folder, just as Storm said.

So if you got any other idea besides normal promod, let us know!
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frazscotland
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Re: Suggestions for PROMOD version 2.0

Post by frazscotland »

yes id like to see RAIDER X 's vision of a nu game mode his SND included with the flag replaced by a bomb so u have to activate te bomb 10 secs maybe to set it. would be so much harder than ctf/ass but not as hard as skips conquest .
its very possible to add the Hudarms Hands animation set into gameplay Its got a properties in Inventory as Hands so can make a mp class for it and feauture itin any animation sets in clone can be added into the sets for mp play even the rapelling down the rope and set trap set etc :wink:
Maybe even landmines or proximity mines ??
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frazscotland
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Re: Suggestions for PROMOD version 2.0

Post by frazscotland »

i been experimenting with xtra animation sets aded to mp set .. hack/unlok console, set bomb, set trap, doorbreach, the 6 sets its lookin possible :wink:
in the MPPawn AI Bcanperformsquadmarkers if it changed to TRUE and in the HIDDEN bAcceptAllInventory to TRUE
and in the PAWN required equipment add CTInventory.FlashBang CTInventory.BactaHealer CTInventory.HandSignal
Handsignal is for the hudarms to do the actions
In the MPPAWN for each class u kan add in the other animation sets
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mDemolitionSet'
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mDoorBreachSet'
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mHackUnlockConSet'
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mHackUnlockDoorSet'
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mProximityMineSet'
SkeletalMesh'Clone.CloneCommando'
MeshAnimation'Clone.mTrapSet'
If you untik the placeableclassesbox and goto INFO GAMEINFO CTGAMEINFOSP
in ther u see the CUSTOMANIMATIONS
If you clik on MPGAME same u kan see the 2 basic animations for mp in ther u kan add the animations :wink: copy and paste
means assault could be pretty diffrnt if u have barricades to blow thru and doors to unhak/doorbreach and even proximity mines to diffuse hehe :rofl:
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