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InsideQC Forums • View topic - Borked Teleports in Deathmatch

Borked Teleports in Deathmatch

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Borked Teleports in Deathmatch

Postby r00k » Tue Sep 25, 2012 8:02 am

r00k
 
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: Borked Teleports in Deathmatch

Postby Seven » Tue Sep 25, 2012 11:57 am

Hello r00k,

I bet you wrote this code on a small paper beside your keyboard, while playing :)
Very good hack, r00k.

Using your own words from another thread, which I will never forget:
"These kind of things keeps us old guys in shape"

Thank you
Seven
Seven
 
Posts: 301
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Location: Germany

Re: Borked Teleports in Deathmatch

Postby r00k » Tue Sep 25, 2012 4:40 pm

Thanks Seven,
Though it's not robust at all. I chucked this into CAx, knowing that deathmatch 1 will always be set, though if one uese this in a mod that handles coop it might break the exits without testing for maxplayers > 1 or deathmatch or teamplay ...
a better fix might to create dynamic spawnflags for the exits themselves.
r00k
 
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