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Re: Dynamic Paths

Postby Ξv!L_tony » Mon Feb 02, 2015 4:00 pm

If I want to make ppl move their ass inside after a minute waiting, I can spawn a tank. People usually are like "oh fuck", move inside, close the door and the round is over.
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Re: Dynamic Paths

Postby Jormu » Mon Feb 02, 2015 8:10 pm

Can we as junior admins also do this? Because if I spawn one (when one is bugged) it spawn on me so that would be bad :mrgreen:
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Re: Dynamic Paths

Postby £ëØñ » Mon Feb 02, 2015 8:40 pm

spawning... you're doing it wrong.
fully edited!
Last edited by £ëØñ on Mon Feb 02, 2015 8:52 pm, edited 1 time in total.
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Re: Dynamic Paths

Postby Ξv!L_tony » Mon Feb 02, 2015 8:50 pm

That's something we should not talk about in here I guess. I can also tell you some other ways to spawn a tank which is not spawning right in front of you ... but as I said, off-topic and not in here!
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Re: Dynamic Paths

Postby £ëØñ » Mon Feb 02, 2015 8:56 pm

Danny once said in another topic that bugged tanks ( which happens to be mostly in finale will spawn at certain time) so dont think even spawning a tank will fix the problem for the bugged tanks.
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Re: Dynamic Paths

Postby =H=Danny » Mon Feb 02, 2015 9:06 pm

I does, the moment th tmer comes.. use the admin command or spawn a tank to fix that issue
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Re: Dynamic Paths

Postby canveyboy » Wed Feb 04, 2015 4:11 pm

I noticed that the new path on rooftops with the burning truck is not much use because when a mob spawns they all burn when climbing over the truck so a rethink on that one is needed.
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Re: Dynamic Paths

Postby £ëØñ » Wed Feb 04, 2015 11:06 pm

Not really, it is like the same as the sacrifice 1st map just before you head down to the 1st tank. there is a fire next to containers yet hordes of zombies just burn themselves on it, depends on where the players targeted are.
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Re: Dynamic Paths

Postby Ξv!L_tony » Thu Feb 05, 2015 9:15 am

It should be added that this could happen once in 100 rounds on that map.
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