Search found 343 matches
- August 16th, 2010, 11:21 am
- Forum: CoD2 Mapping Help
- Topic: Final 2 questions I hope :-)
- Replies: 60
- Views: 23577
Re: Final 2 questions I hope :-)
Found something in the PAM2 mod, its the dvar_enforcer.gsc. Wrote something of my own in it: DVAR_Enforcer_Init() { i=0; level.de_dvars = []; level.de_setting = []; if (getcvar("cj_falldamage") != "" && getcvarint("cj_falldamage") == 0) { level.de_dvars[i] = &qu...
- August 16th, 2010, 10:19 am
- Forum: CoD2 Mapping Help
- Topic: Final 2 questions I hope :-)
- Replies: 60
- Views: 23577
Re: Final 2 questions I hope :-)
Maybe there is, but we dont know it.
As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used...
As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used...
- August 16th, 2010, 8:22 am
- Forum: CoD2 Mapping Help
- Topic: Final 2 questions I hope :-)
- Replies: 60
- Views: 23577
Re: Final 2 questions I hope :-)
Is there any way to enable cheats without devmap?
thx
thx
- August 15th, 2010, 10:35 pm
- Forum: CoD2 Mapping Help
- Topic: Final 2 questions I hope :-)
- Replies: 60
- Views: 23577
Re: Final 2 questions I hope :-)
Hi guys, Sorry to revive this old thread, but i am currently working on some defrag mod, maybe i can port it to deck16 too. Thing is, i want the bg_falldamage thing in the mod, but it only works on devmap, as it is cheat protected. Are there any ways to force bg_falldamagemax/minheight on non-devmap...
- May 16th, 2010, 1:10 am
- Forum: Jump Maps
- Topic: mp_ontherocks
- Replies: 32
- Views: 6006
Re: mp_ontherocks
Did you fix ALL the cuts i found already?
Think i might be a little too fast asking, was only one month and a half ago i found those.
Damn, only needed less than a quarter of the map to finish...
Think i might be a little too fast asking, was only one month and a half ago i found those.
Damn, only needed less than a quarter of the map to finish...
- August 15th, 2009, 9:46 pm
- Forum: Jump Maps
- Topic: [CoD 2] uj_reznin
- Replies: 12
- Views: 2038
Re: [CoD 2] uj_reznin
[s]Pnin is being an ass, i found that cut[/s]
Edit: he forgot i found it
Edit: he forgot i found it
Re: NM_Sky
Try to make it like bigger, and make it compatible with the ZOM gametype.. Should be a great map in cod2 zomming
- March 9th, 2009, 6:51 pm
- Forum: Jump Maps
- Topic: it's me mario
- Replies: 43
- Views: 4829
Re: it's me mario
Great to jump, only easteregg is that there are actually 102 coins instead of 100
- March 2nd, 2009, 3:41 pm
- Forum: Jump Maps
- Topic: [CoD4] mp_crazy_jump
- Replies: 16
- Views: 3636
Re: [CoD4] mp_crazy_jump
The green part looks like its copy pasted, like in kd_gloom for cod2, and that just sucked, because people dont like to repeat jumps. My advice: remove the green part, or make it shorter
- February 23rd, 2009, 4:56 pm
- Forum: Jump Maps
- Topic: it's me mario
- Replies: 43
- Views: 4829
Re: it's me mario
Map looks and feels great, only the jumps need to be balanced a bit more, and blocking spots have to be cleared. Great thinking on the first section with those coins though, but it needs a little more work. Thx for letting me test the map
Re: NM_Dual_2
Would really like to see this ported to cod2
pity you aint doing anything for cod2
pity you aint doing anything for cod2
- January 9th, 2009, 10:29 pm
- Forum: Jump Maps
- Topic: CoD2 Sunshine State Easy !
- Replies: 42
- Views: 5113
Re: CoD2 Sunshine State Easy !
As floater already told you: please make a map, with an intention, not just random jumps around random houses. I see you havent removed any killtriggers that were in the "hard" version of the map, they are still there, and non logically placed. Some have even moved (or at least, it looks l...
- January 7th, 2009, 8:54 pm
- Forum: Jump Maps
- Topic: [CoD2]jm_renaissance
- Replies: 65
- Views: 6192