It most likely would? I explained to you why it DEFINITLY WOULDN’T work - if you disagree then make a map and prove me wrong. When you make a mod, you can then bitch about who knows stuff about ET.
For parachutes, they’d be difficult to set up, but would work - again, you criticise without knowledge.
I know exactly how people propsed putting parachutes in the game - I coded parachutes into SpecOps specifically because none of the methods discussed on this forum were satisfactory. Again, if you are so clever, try and prove me wrong. Making parachutes with invisiible script movers would be complicated and look crap.
Good luck on the mod, even if it really needs more features otherwise it’ll never get popular - forcing mappers to make a map specifically for it sounds like a bad idea - although I think you can write server scripts that remove objects from maps, meaning a map might well be able to work on both if properly named, the normal server could ‘simply’ remove any mod-specific objects (not sure on this - ask siliconslick he = server config master).
Its not about removing objects from the map, its about parsing the script. The commands the AA gun use are not recognised by vanilla ET, so if you try to load the level it will produce and error. Parachute spawns, on the other hand, will appear in ET - the spawning player will simply drop.
More to the point, If someone with vanilla ET attempts to join a server running a specops map, ET will simply download specops. It’s not exactly a major hassle.
Or, alternatively you could make your script file parser parse comments that begin with a special tag you choose, meaning only your mod processes these commands. If you made it so that your special brush features were just (say) script_movers etc controlled by your specially parsed script reader, then people would just make them for the normal map and sntstate them to invisible on map start (so they don’t attempt to affect unmodded servers in nasty ways) then for your mod they are setstated as appropriate at map start with your special functions, then you’d have maps that work in both modded and unmodded servers.
Of course, I don’t know if the ET source gives you access to the script parser or not, but thought I’d chuck out the ideas.
The point I was making, is it doesn’t matter. I DO have access the script parser, and can change it, but that isn’t much help for getting levels to run on vanilla ET.