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Old 04-08-2009, 09:33 AM   #21
Harrod200

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Default Re: Insurgency Head start

Quote:
Originally Posted by LtSoucy View Post
Sorry to ruin everyones hope. you cant make them spawn late, temp dome of death or anything, cant be done in BF2 engine.
No, but an invisible object with a radius of death (identical to the .8 molotov actually, just bigger...maybe...), which times out is.

Round starts -> object spawns with certain kill radius within which anyone entering (on foot or in vehicle) dies very quickly -> X mins pass -> object times out (exactly how the all-team RPs do now), players are allowed out.

You won't get 'You are leaving the area', but you will die.

Or if you want to do it without deaths, invisible solid objects that cannot be driven or walked through, which time out.

The original gun freak gaymer geek


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Old 04-08-2009, 09:34 AM   #22
evya

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Default Re: Insurgency Head start

Quote:
Originally Posted by LtSoucy View Post
Sorry to ruin everyones hope. you cant make them spawn late, temp dome of death or anything, cant be done in BF2 engine.
is it possible to make a flag that take few minutes to capture, and around it dome of death?[i think its the same in the main bases in AAS, but i dont sure, usually dont make it in time/at all to check]
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Old 04-08-2009, 09:38 AM   #23
Harrod200

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Default Re: Insurgency Head start

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Originally Posted by evya View Post
is it possible to make a flag that take few minutes to capture, and around it dome of death?[i think its the same in the main bases in AAS, but i dont sure, usually dont make it in time/at all to check]
Bases have permanent DoD's at the moment in AAS. That's why the 'flag' is located so far from them; to allow the enemy to cap while not letting them in the base itself.

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Old 04-08-2009, 02:25 PM   #24
Remoted-Bomb
Default Re: Insurgency Head start

Isn't it possible to have an visible object. Like an gate who disappear after 30 sec fex
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Old 04-08-2009, 02:30 PM   #25
mp5punk
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Default Re: Insurgency Head start

yea i like the idea but the engine is always drawing us back from our good ideas.
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Old 04-08-2009, 02:43 PM   #26
Ojf
Default Re: Insurgency Head start

Maybe just making the Insurgents spawn closer to the opjectives and making the coalition spawn points further away?
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Old 04-08-2009, 03:23 PM   #27
mosinmatt
Default Re: Insurgency Head start

I like the idea of the taliban, and insurgents getting a small head start. Well, everyone spawns at the same time. But the NATO are not let out of the base for X minutes (2 seems fine). This gets them time to prepare and organize as well. So now you have a fortified area from the taliban, and less of a cluster f**k in the base while people are running around everywhere.
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Old 04-08-2009, 04:28 PM   #28
MR T3D
Default Re: Insurgency Head start

OR delay BluFOR's rides for about a minute, meaning that they will hole up in the base, and that could guve time for squads to prepare, instead of truck-rush, and the INS can set themselves up without worrying about APC death fortress.
mainly for us pub players
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Old 04-08-2009, 04:36 PM   #29
SPECOPx
Default Re: Insurgency Head start

I like the idea of not making any vehicles spawn after a "x time" in the US side.
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Old 04-09-2009, 07:25 AM   #30
LtSoucy
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Default Re: Insurgency Head start

Harrod your correct, you could place an object but new people could waste requestable kits by it and is not going to work.

Quote:
Isn't it possible to have an visible object. Like an gate who disappear after 30 sec fex
You better have C4 to blow the gate otherwise its not moving.


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