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08-20-2007, 01:54 PM #31
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08-20-2007, 02:23 PM #32
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08-20-2007, 03:58 PM #33
Re: TvT SDAD mission test.
As you know, despite what SOP's or Team Leaders people do what they want and you're forced to use code to resolve certain issues. I like the idea second idea, but in practical use it would probably cause more issues than solve, since there will always either be noobs who get over eager or smacktards that don't believe you when you say it will cause end game.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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08-20-2007, 04:26 PM #34
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08-20-2007, 04:36 PM #35
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08-20-2007, 05:10 PM #36
Re: TvT SDAD mission test.
its the "Check Crew Type" Script
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08-20-2007, 05:21 PM #37
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08-20-2007, 05:37 PM #38
Re: TvT SDAD mission test.
oh, i thought you where doing this for the Pilots to make sure they have their choppers. neeevermind
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08-20-2007, 05:56 PM #39
Re: TvT SDAD mission test.
Oh yeah, sorry taxi...I thought it was just the crew too.
I guess maybe make sure only "qualified" people take the pilot's slot.
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08-20-2007, 11:12 PM #40
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08-23-2007, 12:42 AM #41
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Re: TvT SDAD mission test.
I think it was insanatrix who informed me that when playing opfor they waited like 15 minutes for a vehicle. What probably happened was that no vehicle got destroyed, just damaged or abandoned and then they do not respawn. Not much I can do about that I think, just the way the script works. I could add some more vehicles to start with or alternatively, people could arrange for someone at the front to pick them up. Any thoughts on that?
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08-23-2007, 12:48 AM #42
Re: TvT SDAD mission test.
maybe twice as many vehicles, especially if we ever get 40-50 people on it. Really shouldn't need more than that, with a respawnable chopper/dedicated pilot. People should have to value their assets.
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08-23-2007, 10:27 AM #43
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08-24-2007, 11:04 AM #44
Re: TvT SDAD mission test.
We could work on tweaking the script to vehicle respawn script to check for damaged or abandoned vehicles.
|TG-12th| SHINER









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08-24-2007, 11:20 AM #45
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