damn tripmines...

All things related to Enemy Territory game. Maps, mods, scripts etc.

damn tripmines...

Postby sumdumfuk » 16 Nov 2013, 11:38

hi! im new to etc and ive got to say i like what ive seen on the server so far... only 1 thing that bothers me... tripmines... i love the idea of the tripmine... but theres certain places where it can be planted that make it so 1 player needs to kamakazi himself in order to clear the mines for his team... maybe not a big deal in 4v4 or more... but any less than that and it makes for an almost impenetrable defence... ive come here to suggest you add g_damageweapons flag 32 to the nitmod cfg... this will allow grenades to explode tripmines so that there is at least some way to disarm them without having to be an engi standing less than 1m away from them... please... im beggingn you please... take this into account... this is the best nitmod server ive played on yet and id like to keep on playing here and changing this will make it so much more fun! cheers!
Last edited by sumdumfuk on 17 Nov 2013, 01:10, edited 1 time in total.
Image
sumdumfuk
 
Posts: 6
Joined: 16 Nov 2013, 11:28

Re: damn tripmines...

Postby ETc|#.Jay.# » 16 Nov 2013, 12:08

thasnks for feedback. i will take a look at evening.
Image
User avatar
ETc|#.Jay.#
ETc| Member
 
Posts: 1758
{ IMAGES }: 553
Joined: 25 May 2008, 22:01
Location: Germany

Re: damn tripmines...

Postby goldenboy » 16 Nov 2013, 12:57

Not a bad idea ! We allready have this with the mines and I think that the red bomb of the engi would be good to disarm them or PANZER :D
User avatar
goldenboy
ETc| Member
 
Posts: 131
Joined: 24 Feb 2013, 12:04
Location: Democratic Republic of North Korea

Re: damn tripmines...

Postby ETc|Pete. » 16 Nov 2013, 14:36

actually is a good idea, first mark them with binoculars (like mines) and then disarm with grenade
Image
User avatar
ETc|Pete.
ETc| Member
 
Posts: 495
Joined: 28 Jan 2012, 02:11
Location: Llubí - Mallorca

Re: damn tripmines...

Postby M@xt0r » 16 Nov 2013, 15:18

It's a very nice idea !

Thats what I've said all the time when I was playing actively but noone cared, so I hope your topic will change it ;)

Gl :w:
M@xt0r
 
Posts: 37
Joined: 23 Oct 2012, 12:28

Re: damn tripmines...

Postby ETc|*m4g!cK » 16 Nov 2013, 15:41

great idea because there is not always a panza or eng a round . :w:
Image
User avatar
ETc|*m4g!cK
ETc| Member
 
Posts: 341
Joined: 12 Jan 2012, 21:54
Location: niagara falls, canada

Re: damn tripmines...

Postby Hans Gunsche » 16 Nov 2013, 17:07

sumdumfuk wrote:hi! im new to etc and ive got to say i like what ive seen on the server so far... only 1 thing that bothers me... tripmines... i love the idea of the tripmine... but theres certain places where it can be planted that make it so 1 player needs to kamakazi himself in order to clear the mines for his team... maybe not a big deal in 4v4 or more... but any less than that and it makes for an almost impenetrable defence... ive come here to suggest you add g_damageweapons flag 32 to the nitmod cfg... this will allow grenades to explode tripmines so that there is al least some way to disarm them without having to be an engi standing less than 1m away from them... please... im beggingn you please... take this into account... this is the best nitmod server ive played on yet and id like to keep on playing here and changing this will make it so much more fun! cheers!



Ty for the information. Do you happen to have info on how to remove the sten from the medic class?
Image
Image
User avatar
Hans Gunsche
ETc| Member
 
Posts: 351
{ IMAGES }: 2
Joined: 11 Apr 2012, 17:19
Location: Mount Doom

Re: damn tripmines...

Postby ETc|Sparky » 16 Nov 2013, 19:39

Done trip mines can be shot
Image
Image Image
User avatar
ETc|Sparky
 
Posts: 234
Joined: 30 Sep 2012, 01:09
Location: Scotland

Re: damn tripmines...

Postby ETc|Pete. » 16 Nov 2013, 21:57

amazing !! thanks bosses !
Image
User avatar
ETc|Pete.
ETc| Member
 
Posts: 495
Joined: 28 Jan 2012, 02:11
Location: Llubí - Mallorca

Re: damn tripmines...

Postby sumdumfuk » 17 Nov 2013, 00:53

tripmines would not have to be spotted like normal mines just toss a nade at them or any explosive and yeah you can even shoot them if you can get a good angle... removing g_weapons flag 512 will disable engi and medic to spawn with sten but theres no way to remove it for medic without removing it for engi as well... g_weapons flag 32 controls sten overheat fyi
Image
sumdumfuk
 
Posts: 6
Joined: 16 Nov 2013, 11:28

Re: damn tripmines...

Postby ETc|Leandra » 17 Nov 2013, 13:12

Awesome nice work. :)
User avatar
ETc|Leandra
ETc| Member
 
Posts: 34
Joined: 08 Feb 2013, 17:38
Location: Germany

Re: damn tripmines...

Postby ETc|#.Jay.# » 17 Nov 2013, 17:06

sumdumfuk wrote:tripmines would not have to be spotted like normal mines just toss a nade at them or any explosive and yeah you can even shoot them if you can get a good angle... removing g_weapons flag 512 will disable engi and medic to spawn with sten but theres no way to remove it for medic without removing it for engi as well... g_weapons flag 32 controls sten overheat fyi



the weapons we will not change.
Image
User avatar
ETc|#.Jay.#
ETc| Member
 
Posts: 1758
{ IMAGES }: 553
Joined: 25 May 2008, 22:01
Location: Germany

Re: damn tripmines...

Postby Hans Gunsche » 17 Nov 2013, 20:53

ETc|#.Jay.# wrote:
sumdumfuk wrote:tripmines would not have to be spotted like normal mines just toss a nade at them or any explosive and yeah you can even shoot them if you can get a good angle... removing g_weapons flag 512 will disable engi and medic to spawn with sten but theres no way to remove it for medic without removing it for engi as well... g_weapons flag 32 controls sten overheat fyi



the weapons we will not change.


Why not?
Image
Image
User avatar
Hans Gunsche
ETc| Member
 
Posts: 351
{ IMAGES }: 2
Joined: 11 Apr 2012, 17:19
Location: Mount Doom

Re: damn tripmines...

Postby sumdumfuk » 18 Nov 2013, 07:37

personally ive never liked it
on servers without g_weaponItems flag 4
so extra clips dont come with dropped weapons

but thats not why i came here anyway
im just happy i can nade tripmines
Image
sumdumfuk
 
Posts: 6
Joined: 16 Nov 2013, 11:28

Re: damn tripmines...

Postby Hans Gunsche » 18 Nov 2013, 16:22

Well, i am glad to hear that you are happy with the change.

I'm still fighting against the weird logic for a medic to have a sten in this mod.
Your post gave me hope, to know there is a solution. But alas, as i am fighting for months against this which is ruining my and others game experience i just get ignored.
But your problem get looked at within a day and is achieved. Good job!

Have fun on the server.
Image
Image
User avatar
Hans Gunsche
ETc| Member
 
Posts: 351
{ IMAGES }: 2
Joined: 11 Apr 2012, 17:19
Location: Mount Doom


Return to Enemy Territory

Who is online

Users browsing this forum: No registered users and 10 guests