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12-28-2009, 10:29 AM #16
Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!
Continue feedback here - > http://www.tacticalgamer.com/armed-a...critiques.html
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12-28-2009, 11:33 PM #17
Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!
Version 2.0 of Fallout was released with huge help from |TG| Inq.
It will not be clusterfufk anymore. All feedback has been used to make this mission more tactical, playable and fun.
List of changes:
* added ACE Medical Module
* Fuel Trucks are now indestructible. If destroyed, they will respawn at the position after 60 sec
* all vehicles will also respawn
* civilians were divided into 6 different groups of 4-5-6 people. every group has a leader, this will keep people from getting out of control
* Marketplace point was created at Megaton. Players can meet there to trade equipment/medications/cars/etc...
* civilians can't steal anymore from Blufor/Opfor/Independece weapon crates
* now places can be sized by certain groups and everybody will see a message when this happens. example: Fort Bannister is now under control of (name of the group)
* added Hospital at northern part of the Fairfax city
* ending trigger was fixed
* JIP briefing works now
* Mariposa Military Base (Blufor camp) was moved to Ghost Church position (equal distance between Raiders and Regulators)
* there is no more one together respawn for civilians. now, civilians will respawn at their group towns
* now there is about 3 sniper rifles for whole map, this should solve problem with campers
* added few more things
DOWNLOAD: http://www.speedyshare.com/files/200....aiaktalik.pbo
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12-29-2009, 11:39 AM #18
Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!
We are working with Inq on quick fix version 2.5.
It was my mistake for all the weapons yesterday, I forgot to delete weapon_respawn script.
With new version, civilians will respawn without the weapons.
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12-29-2009, 01:42 PM #19
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Luckily the raiders showed up and healed me.


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