Hi all,
That would be cool that someone fix it. Then make the file availlable to everyone and so that server admins update their files.
Hi all,
That would be cool that someone fix it. Then make the file availlable to everyone and so that server admins update their files.
When the bunker flag is captured, you have to manually change your spawn point. I believe Sock has also mentioned that there is a problem with it in another thread.
You can manually change the spawn point to reappear in the bunker ?
I thought you could not do it. Are you sure you can, i never saw any Allies respawn here. Maybe i have bad eyes though or nobody knows the trick.
either that or you dont play ET very often. :bump:
and to answer the original question, it can and has been done by several admins… alot of servers have even set it up so you can respawn at a command post (like in fuel dump or radar)
Yea, you have to go to limbo and select the bunker. Problem is, when it’s really needed, when your fighting over the bunker, I’m not fast enough :banghead:
You can also change your spawn point to the side bunker in radar if you own the command center, problem though, if you loose the command center, you go back to the house, enven if you own the forwad bunker.
I’d rather the ramp was changed so that axis had to dynamite it, but never mind.
Battery won’t be updated, so it is, and will remain, the map where allied n00bs wind everyone up.
Until of course the Axis n00b opens the back door 
so true…!
na - it will lead to too much hassle if you change the script,
but i really do think SD should release a patch which should correct the following:
Battery Forward Bunker - Auto Spawn Point Change
Assault Ramp - dynamiteable only
Make the Bridge in Fuel Dump again - and redo the script - i have heard that it is very dodgy, and badly made
any other pointers?
It’s not the bridge that’s dodgy as far as I’m aware, it’s the tanks themselves.
It’s possible to cause a potentially match-losing bug.
From what I recall (although I’ve never verified it myself):
You should now have a tank that is damaged but can’t be repaired or moved. The only way out of this bar restarting the map is if the enemy damages the tank some more - then it can be repaired.
one questions that as always annoyed the crap out of me is this.
What would happen if you destroyed the bridge when the tank was moving across it, or was damaged ontop of it???
You can’t - the tank always carries on until it finishes it’s current bit of movement before it becomes damaged.
I think dyno that blows while the tank is on bridge simply has no effect.
Annoyingly (but predictably–I mean, come on, it’s just a mover, so it will only stop at the beginning and end of it’s path segments), the tank floats over the chasm below the destroyed bridge. More than once I’ve seen an allied engie sneak a tank repair in there just seconds before axis dyno destroys the bridge, and the tank just hums along levitation-style. It’s pretty damned lame, but, alas, such is life. I mean, if the tank realistically fell onto the frozen river-bed, then it would crash and the allies would just be S.O.L. for the rest of the map (or even an automatic axis win), and that wouldn’t be fun, would it? You’d just have engie-only teams of axis whores constantly dynoing the bridge, hoping for that cheap win ;^)
If dynamite has been planted before the tank starts to cross the bridge the tank refuses to move. Naturally this prevents any potential problems with a blown bridge and tank moving accross it. [edit] I guess this is untrue [/edit]
Would SD have problems if someone released a battery v2 or something. It would be really easy to fix those problems. Just change the constructible to a 3 and add a setautospawn to the script.