wow, you could also be optimistic, and think maybe he got a job / wife / kids, no time anymore, more important studies,…
death was not the first thing that jumped to mind with me
wow, you could also be optimistic, and think maybe he got a job / wife / kids, no time anymore, more important studies,…
death was not the first thing that jumped to mind with me
he is using a yahoo e-mail. maybe pazur could check when he was using it last time?
Yahoo! has privacy guidelines. I don’t have access to such data (even though I know people who could check it)… It’s not that important 
… and to prevent everyone asking. No, I’m not doing level-design at Yahoo!
hehe
a small update for this map…
It is tested and done for noquarter, for about ~40 players…
It does add a spawnarea in the sewers, reason is, often when I played the map axis had so heavy defense, that the 2 tunnel exit where almost impossible to get out alive. So maybe one engi made it to the trucks with lots of luck, yet latest then the luck ended…
So now allies can capture a flag in the sewers, then they can spawn down there, and the stompage at the 2 tunnel exits is history… the map is still difficult…
edit: Afaik it should work with all other mods, but as it is not tested.
edit2: meh uploaded wrong script, ammo/health cabinet not working, allthough script works, the cabinet is just like a trap… lol , and testing right now with more people. so I upload newest version soon.
edit3: updated.
So Allies get a respawn in the sewers; its a flag which needs to be captured, axis have 40 seconds time to recapture. If they do the timer gets reset. Only when 40 seconds, allies get the spawn and flag dissapears.
ailmanki: I see you hit the same problem I did scripting the map for bots, no available trigger_objective_infos. Mappers should always add a unique scriptname on their H&A cabinets tois etc., it makes scripting changes later easier when less important tois can be re-assigned for mods. Anyway I like your spawn idea and will look at merging it in for FritzBots (and then see if the map balances well when I have time).
edit:
The neworigins for the command post are a bit high and somebody forgot to set{} new origins for neutral_compost_toi and neutral_compost_closed_model entities. I think I will try a different position in the bunkhouse by its door (origin “-725 -2585 226” for models, the toi position I am still tweaking).
The script above has a bug with the cp… as I wanted first allies to build cp for gaining sewers spawn… but I dropped that I idea - yet forget to remove the code… so when allies/axis build cp after main gate is destroyed, the cp gets a new origin in the sewers… yet the neutral stays where it is… lol
so here hopefully last update… :S
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