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Red Orchestra - Map and Mod Development Discussion on the development of new maps mods and mutators for Red Orchestra.

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Old 03-22-2006, 12:59 AM   #1 (permalink)
 
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Re: Dead Man Talking

I'd be more than glad to code a mutator that doesn't allow players to use VOIP when their dead. And yes, Strag, I think fade to black is necessary.

I'm getting extremely close on figuring out how to change the reinforcement waves. The code is cryptic indeed and my first find wasn't what I needed. I've found what I need to change, but it doesn't really make any sense. It's almost as if reinforcement times are based on different things, not just a set time.
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Old 03-22-2006, 11:24 AM   #2 (permalink)


 
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Re: Dead Man Talking

Quote:
Originally Posted by Tzefanya
I'd be more than glad to code a mutator that doesn't allow players to use VOIP when their dead.
If you could do this, the issue would be resolved. We could certainly add "fade to black" upon death in addition to this, but the real fix would be the muting of dead players on VOIP.

For the short term, though, we can certainly use "fade to black" by itself as a stopgap.
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Old 03-22-2006, 11:28 AM   #3 (permalink)
 
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Re: Dead Man Talking

I think doing that may actually be easier than modifying the respawn timers.... haha.

Sounds crazy I know, but I don't want to create a new game type, only use a mutator for the change. With a new game type, it'd already be complete (the respawn change that is).
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Old 03-22-2006, 03:43 PM   #4 (permalink)


 
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Re: Possible Dead Man Talking Fix

Since they relate to a possible modification, the posts above have been separated from the original thread and moved to this forum under their own thread.
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Old 03-22-2006, 06:26 PM   #5 (permalink)
 
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Re: Possible Dead Man Talking Fix

Actually the easiest way to stop dead people from talking is to say "don't talk when you're dead." Just like "don't shoot your teammates" it's a very simple rule to follow.
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