Search, find and discuss about Mutators!
- Posts: 9381
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
JackGriffin wrote: I also uploaded the beta to the first post.
Ok ...will test this as well.
- Posts: 4138
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
As long as I'm still testing my toy trying to capture any evil thing, I'm not ready for a self thread, just sharing my simple thoughts here. Yeah, I was thinking at OFF-Line, Bot can telefrag player if by chance is there - happened, and I think in next session I have to do something about this, not disabling it but testing a spot higher at first "retry" taking any failure in account...
- Posts: 699
- Joined: Wed Mar 12, 2008 7:14 pm
- Personal rank: I.T Master
- Location: New York
I wonder how this compares to using the translocator that teleports you to the nearest player after you die or are simply lost and need to get back to battle. either way pretty cool
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
- Posts: 3766
- Joined: Fri Jan 14, 2011 1:53 pm
- Personal rank: -Retired-
It was watching that translocator in use that put the seed for this project in my mind. The server I was on forced you into two translocators and people were constantly asking how to tell them apart, how to use it, what it does, why, etc. The same thing happened with the checkpoint mod. You would see these translucent players models that are moving and it would be quite confusing until you understood. It seemed to me that it could be done cleaner, simpler, and with minimum player input. The other mods are great for what they do but if you just want simple and clutter free this is closer to it.
So long, and thanks for all the fish