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dead_bwoy

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About dead_bwoy

  • Birthday 04/01/1980

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  • Location
    STL, MO, USA
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    Too many to list!

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  1. Note taken... I may end up doing away with the nade boxes and just setting up trigger_multiple's around the map that you run through without even knowing it. I think this way would work much better! I'll let you guys know in a couple days! - DEAD
  2. More info: http://forums.bots-united.com/showthread.p...33119#post33119 I've uploaded the vmf for this BETA map as I'm sure tons of people will be asking how I did this. Here it is: http://filebase.bots-united.com/index.php?action=file&id=267
  3. Map: he_city_b1 Description: That's right, I've done a quick little nade map! You are probably aware of the bug in fy_ maps that make laid out weapons dissappear soon after a new round starts... Well, I made a custom fgd, which uses a game_weapon_strip, trigger_multiple, and info_player_equip, and used these on these little nade boxes. Just run up to the nade box to get a nade! Lemme know what you guys think, or how I could do this better. Thanks, - DEAD Screenshots: http://forums.bots-united.com/showthread.p...33111#post33111 Download link: http://filebase.bots-united.com/index.php?action=file&id=266
  4. Check it out with a bot for yourself! sv_cheats 1 sv_showhitboxes 2 You should lead your target for sure! The model travels just behind the hitboxes. I just checked this out now (Jan 22nd)
  5. Here's what you're looking for: http://www.turtlerockstudios.com/forums/cs...topic.php?t=692 Goto the TRS forums for all your bot info! http://www.turtlerockstudios.com/forums/csbot/
  6. Bots CAN be used on public servers (Source Dedicated Servers), but that's up to the server admins weather they want to or not...
  7. They did say they would release the bots back in December along with a new map. But this time, they're actually giving us a date! And the author has made a post reguarding the Update in the TRS forums: - DEAD
  8. Let me know when and I'll be there! Thanks a bunch! - DEAD
  9. I've done a quick update of the lighting in the second bombsite. My appologies to anyone who's already downloaded it!
  10. Hello, I'm back with my second BETA version of de_train, de_train_dead_b2! Got some screenies and I'd LOVE to try this thing out with you guys! Here's the download link, hosted by Bots-United: http://filebase.bots-united.com/index.php?action=file&id=241 And the screenies... There might be one more BETA version before the final release, so get your suggestions in! Thanks, - DEAD
  11. Have any of you tried my de_train_b1? It's mostly to test the overall layout/gameplay... DL Link: http://filebase.bots-united.com/index.php?action=file&id=241 Doc Link: http://forums.bots-united.com/showthread.php?t=3300 I'd love to test this out on the server. No need to add to the rotation, it's just a beta... Can we arrange a date/time? - DEAD
  12. OK, not a bad server if you're in gc, you guys sure do like to stack those teams! All us non gc's didn't really have a chance on the other team. At one point it was 9 gc's vs. 6 non gc's. Guess who won? ...GC! You guys should work on evening out the teams to make your server more Pub-friendly! Please don't take this the wrong way! - DEAD
  13. I liked the fact that it was only a 20 person server as my box is quite old and can't deliver playable fps when more than about 16 people are playing on a server. P III - 1GHz / 256 MB RAM / ATI 9100 64 MB clone The other CS server is always full, and being a 25 person server, I can't really play well there... :\ I need a new box, BAAAAD!!!
  14. Have you guys ever messed with the phys_pushscale and phys_timescale commands? You can adjust the two cvars to have the physics simulate various levels of gravity. phys_pushscale 99 phys_timescale .25 (this would simulate extremely low gravity)
  15. have you tried pumping up the phys_pushscale? If the pieces were made to be heavy phys_props they could move with enough force. You can easily make them phys_props with Hammer editor. You guys know the author?
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