New Crossfire bounce

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R4d0xZz
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New Crossfire bounce

Post by R4d0xZz » April 1st, 2010, 3:04 am

i found that a while ago, but we were to lasy to record it.
hope its new 8)



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Re: New Crossfire bounce

Post by Assassin » April 1st, 2010, 3:13 am

Very nice job guys
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Re: New Crossfire bounce

Post by Hoogie » April 1st, 2010, 7:40 am

Pretty sure this is old.
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[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
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Re: New Crossfire bounce

Post by MiKeY-B0Y » April 1st, 2010, 7:46 am

When is the bomb there ??? Not in S&D
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Re: New Crossfire bounce

Post by Innkeeper » April 1st, 2010, 7:50 am

in sabotage :)
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Re: New Crossfire bounce

Post by |Master| » April 1st, 2010, 8:03 am

Nice, but same as hoogie says, i don't think it's new. :P
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Re: New Crossfire bounce

Post by [SoE]_Zaitsev » April 1st, 2010, 10:58 am

Hoogie wrote:Pretty sure this is old.

I'm not so sure. Atleast I haven't seen it before. iirc in the CJ showcase they got into the tree from the building at the edge of the map.

Nice job nonetheless!

Also, the intro taking up half the movie is a no-no.
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Re: New Crossfire bounce

Post by matt101harris » April 1st, 2010, 2:29 pm

Sos guys this is old i personaly have done it to., I think dan the man or evil warrior found. And also please dont do such a long epalectic intro for 1 bounce :S.
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Re: New Crossfire bounce

Post by ultralala » April 1st, 2010, 2:32 pm

No LCEffect sucks :P
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Re: New Crossfire bounce

Post by MiKeY-B0Y » April 1st, 2010, 5:41 pm

Innkeeper wrote:in sabotage :)
There is another gametype :lol:
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Re: New Crossfire bounce

Post by Hoogie » April 1st, 2010, 11:14 pm

MiKeY-B0Y wrote:
Innkeeper wrote:in sabotage :)
There is another gametype :lol:
Codjumper mod has sabotage and s&d targets enabled. Also the domination spots are there :lol:
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: New Crossfire bounce

Post by [SoE]_Zaitsev » April 2nd, 2010, 2:06 pm

And so are the HQ laptops. They can get you on the shipment containers in Shipment, and you can RPG up to higher places (Where previously you needed a stack) on several places in Pipeline.

So they're not completely useless ;)
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Re: New Crossfire bounce

Post by Hoogie » April 2nd, 2010, 4:24 pm

[SoE]_Zaitsev wrote:And so are the HQ laptops. They can get you on the shipment containers in Shipment, and you can RPG up to higher places (Where previously you needed a stack) on several places in Pipeline.

So they're not completely useless ;)
Ah yea those to, forgot about HQ xD
The domination spots are completely useless tough.
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: New Crossfire bounce

Post by [SoE]_Zaitsev » April 2nd, 2010, 4:54 pm

True. I think Drofder just decided to put them all in, just to keep it simple.

Only bad thing about this though is the SD & Sabotage bomb are in eachother on District making them impossible to bounce :P
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Re: New Crossfire bounce

Post by Drofder2004 » April 2nd, 2010, 6:12 pm

[SoE]_Zaitsev wrote:True. I think Drofder just decided to put them all in, just to keep it simple.

Only bad thing about this though is the SD & Sabotage bomb are in eachother on District making them impossible to bounce :P
The game uses a simple mapping technique of assigning mapping objects in game as a certain gametype. The game then during map load, checks to see which parts of the map should be removed for this gametype. I have simply removed that check, making the map assign all gametype objects.

These are the things I should be informed about, if a certain map is causing problems, then I can create a very simple check to stop certain objects loading on each map.
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