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Posted: Sun Dec 07, 2008 1:39 pm
by Makrontt le nécron
First post updated.
Posted: Sun Dec 07, 2008 6:11 pm
by shiftey
I would like to see these added to 1.34 if it is possible.
Posted: Mon Dec 08, 2008 8:58 am
by fug4life
Agreed!
Nice work btw
Posted: Tue Dec 09, 2008 11:23 pm
by skidz
I have added you Makrontt to the beta tester board so you can test your script changes on our current internal build. Good work on those btw.
Posted: Wed Dec 10, 2008 12:09 am
by Makrontt le nécron
Ok, thanks a lot
.
Posted: Fri Apr 03, 2009 12:56 pm
by Makrontt le nécron
I plan to release a small fix, but I wanted your opinion about one thing before: should I remove the crosshair for weapons like AWP?
Posted: Fri Apr 03, 2009 1:09 pm
by JerC
Makrontt le nécron wrote:I plan to release a small fix, but I wanted your opinion about one thing before: should I remove the crosshair for weapons like AWP?
Good idea,so players would use it in a more far distance.
Posted: Sat Apr 11, 2009 1:21 pm
by Makrontt le nécron
First post updated.
Posted: Tue Apr 14, 2009 10:08 am
by fug4life
Good Idea about the crosshairs, not so sure about the 357 and ar2 ammo changes, though I guess I'll just have to wait and see.
I just felt the 357 is more deadly more accurate than the sniper ammo.
Posted: Tue Apr 14, 2009 4:07 pm
by Makrontt le nécron
At first I didn't want to use 357 and Ar2 ammo, because with default settings players can't carry a lot of them, but then scout and m249 were too weak to be useful.
(and a weapon's accuracy don't depend on its ammo
)
Posted: Thu Apr 23, 2009 6:09 am
by RocketRunner
Since 1.34 is out, does that mean these weapon scripts are included in the mod?
Posted: Thu Apr 23, 2009 9:28 am
by fug4life
Yes, you already have most of them, though the latest obviously haven't been updated as the mod hasn't.
If you want to play fire up a listen server, impulse 101 and give custom_deagle or whatever the name of the script. check your obsidian/scripts/customweapons for the scripts and their names.