Sharpshooter Gametype v1.5 Download (Update 10/27)
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Some chaos from yesterday.
You do not have the required permissions to view the files attached to this post.
-
- Virtue/4E
- Posts: 512
- Joined: 21 Jan 2012, 15:27
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Chin! update the latest sharpshooter!
You should start downloading the one on here daily so that way you stay up to date with it.
You should start downloading the one on here daily so that way you stay up to date with it.
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Okay the v1.01 is now on the server, perhaps you should bump this topic when each new version comes out that way I can keep up to date easily. I've added a medbot to the Peak map.
-
- Virtue/4E
- Posts: 512
- Joined: 21 Jan 2012, 15:27
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Sounds great! and also you think you can throw a couple more maps in the rotation ?
-
- Principality/2C
- Posts: 180
- Joined: 16 Oct 2012, 02:02
- Location: Smugglers Warehouse, Hells Kitchen
- Contact:
Re: Sharpshooter Gametype v1.01 (No Bugs !)
I played this last night, had a blast.
Only thing is u probably want to put a time limit on the maps. 1 hour would be good.
Only thing is u probably want to put a time limit on the maps. 1 hour would be good.
Set Yo Ass On FIRE
Re: Sharpshooter Gametype v1.01 (No Bugs !)
1 hour is massive, 30 mins max imoWhiplash wrote:I played this last night, had a blast.
Only thing is u probably want to put a time limit on the maps. 1 hour would be good.
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Even if it's better, doesn't mean it's not too long still no?Whiplash wrote:Still better than 999 kills
Re: Sharpshooter Gametype v1.01 (No Bugs !)
ya' know you could fix those bugs easily right? The scope ones, predator mode, etc.
Have you fixed them yet?
Have you fixed them yet?
That Resident Evil Mod
————
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
-
- Virtue/4E
- Posts: 512
- Joined: 21 Jan 2012, 15:27
Re: Sharpshooter Gametype v1.01 (No Bugs !)
~DJ~ wrote:ya' know you could fix those bugs easily right? The scope ones, predator mode, etc.
Have you fixed them yet?
I was actually about to put an updated sharpshooter up with that fix... All I do is make all players disarm the weapons before the cycle.
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Sure that'll fix it? You could.. you know, put the unscope code there as well, and see how predator mode works, and call out the deactivate predator mode function once 45 seconds are over? look the code on the railgun weapon?
That Resident Evil Mod
————
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
- [FGS]Chees
- Cherub/7H
- Posts: 1187
- Joined: 13 Nov 2011, 15:37
- Location: UK
Re: Sharpshooter Gametype v1.01 (No Bugs !)
I think he doesnt need to look for that code, just put in an "altfire" so that it unscopes from predator.~DJ~ wrote:look the code on the railgun weapon?
Re: Sharpshooter Gametype v1.01 (No Bugs !)
Yeah? are you sure? in a way it could work, but.. consider this; weapon disappears, no weapon equipped, what will altfire do? It's just like pressing altfire when you have that bug enabled.
a better fix is that you'll have to see how it gets deactivated and put that code instead.
a better fix is that you'll have to see how it gets deactivated and put that code instead.
That Resident Evil Mod
————
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
Re: Sharpshooter Gametype v1.01 (No Bugs !)
I thought like.. add it before the rotation, or with the rotation, so Altfire, then swap weapons.~DJ~ wrote:Yeah? are you sure? in a way it could work, but.. consider this; weapon disappears, no weapon equipped, what will altfire do? It's just like pressing altfire when you have that bug enabled.
a better fix is that you'll have to see how it gets deactivated and put that code instead.