Another question... just reusing this topic.
What does /vote challenge do?
Search found 219 matches
- Wed Oct 20, 2010 8:02 pm
- Forum: Support
- Topic: What does this mean?
- Replies: 8
- Views: 1698
- Wed Oct 20, 2010 7:57 pm
- Forum: Support
- Topic: Fortress collapse trigger player death
- Replies: 21
- Views: 3197
Re: Fortress collapse trigger player death
Though, of course, we don't feel like supporting every gimmicky game mode. Just some. If something you'd like to work isn't possible with the current code, and not being an expert on sty, this seems to be the case here, there are three options: - write a patch yourself - wait for scripting integrat...
- Wed Oct 20, 2010 12:33 am
- Forum: Support
- Topic: Fortress collapse trigger player death
- Replies: 21
- Views: 3197
Re: Fortress collapse trigger player death
I don't think it's possible to do this... So instead, I would like to make it so you just score points for hitting the ball at the fortress. But currently, scoring causes the zone to collapse. Is there a way to re-use zones without them collapsing when a ball enters? Setting fortress_collapse_speed ...
- Tue Oct 19, 2010 11:57 pm
- Forum: Support
- Topic: Fortress collapse trigger player death
- Replies: 21
- Views: 3197
Re: Fortress collapse trigger player death
Have you tried these yet? FORTRESS_CONQUERED_KILL_MIN 0 # the closest X players of the owning team get killed at least FORTRESS_CONQUERED_KILL_RATIO 0.0 # this fraction of the players of the owning team get killed No luck Go outside and play! Yes, these games are really fun in real life. Recreating...
- Tue Oct 19, 2010 10:18 pm
- Forum: Support
- Topic: Fortress collapse trigger player death
- Replies: 21
- Views: 3197
Re: Fortress collapse trigger player death
They just don't go in the air, that's allDesolate wrote:Those games sound like they would be fun, but how do you set it up without the zone going into the air.
- Tue Oct 19, 2010 9:04 pm
- Forum: Support
- Topic: Fortress collapse trigger player death
- Replies: 21
- Views: 3197
Fortress collapse trigger player death
In sumo, if your fortress collapses, you are "eradicated by your collapsing zone" and die. Question is: Is it possible to make it so when a ball hits a fortress and the fortress collapses, players of that team get killed? Not using zones v2. Knowing this would allow for games like volleyba...
- Thu Oct 14, 2010 9:12 pm
- Forum: Support
- Topic: sumo circle tranparency
- Replies: 4
- Views: 1217
Re: sumo circle tranparency
There are many more zone setting you can use to change their look. Check the documentation in your Arma folder for more information. But these other zone settings can't be configured for anyone but yourself I believe. For example zone_segments 4, zone_height 7, zone_seg_length 1, would make the zon...
- Thu Oct 14, 2010 9:05 pm
- Forum: Support
- Topic: Rotating the lang file
- Replies: 5
- Views: 1288
Rotating the lang file
When I change the lang files, I can make it say "player1 took the football home" instead of "good flag handling". In my server, I plan to have rotating game configs and maps, but I was wondering if it were possible to change the lang file mid-game as well? This would let me have ...
- Wed Oct 13, 2010 7:53 pm
- Forum: Server Administration/Setup
- Topic: Cogjockies Armagetronad Server Hosting
- Replies: 9
- Views: 6066
Re: Cogjcokies Armagetronad Aerver Hosting
I can vouch that Zurd's servers are very good compared to others. It hardily ever lags or has any hang-ups, unlike I've experienced on other servers (even though they advertise having low pings). But the best part about Zurd's servers are the service he provides. He's a tronner at heart and actually...
- Wed Oct 13, 2010 11:59 am
- Forum: Support
- Topic: Spawning on opposite sides
- Replies: 4
- Views: 893
Re: Spawning on opposite sides
Is this the whole map? Then it's missing the enclosing <Resource> tags etc. If it's not the complete map, you should tell us what goes wrong. Error messages etc. We do try to make those point directly at the problem. No this isn't the whole map, I left the headers and a few top tags out. This map j...
- Wed Oct 13, 2010 6:57 am
- Forum: Support
- Topic: Spawning on opposite sides
- Replies: 4
- Views: 893
Spawning on opposite sides
We made a football-like map (American) where there is a flag in the middle and a base on each side belonging to team blue and team red. I would like to make it so blue spawns on red's side of the map and red spawn's on blue's (like real football). There is information here: http://wiki.armagetronad....
- Wed Oct 13, 2010 6:06 am
- Forum: Support
- Topic: ball_speed_decay
- Replies: 3
- Views: 959
Re: ball_speed_decay
Thank you Z-man, I will try this out.
- Tue Oct 12, 2010 8:47 pm
- Forum: Support
- Topic: ball_speed_decay
- Replies: 3
- Views: 959
ball_speed_decay
ball_speed_decay 0 is the default. I am assuming that giving this number a postive value means that the ball slows down over time. But giving ball_speed_decay any number other than 0 (including decimal and negative values), causes the ball to launch at light speed and disappear. Having ball_respawn ...
- Mon Oct 11, 2010 4:12 am
- Forum: Support
- Topic: Map load failure
- Replies: 10
- Views: 1742
Re: Map load failure
Thanks very much kyle for your help. We got it working!
- Mon Oct 11, 2010 2:06 am
- Forum: Support
- Topic: Map load failure
- Replies: 10
- Views: 1742
Re: Map load failure
nope, I did what you said and I'm getting the same error This is my header: <?xml version="1.0" encoding="ISO-8859-1" standalone="no"?> <!DOCTYPE Resource SYSTEM "AATeam/map-0.2.8.0_pig2.dtd"> <Resource type="aamap" name="football" version=...