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Ich 666
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Joined: 1-December 08
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Last Seen: 4th September 2010 - 04:27 PM
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Ich 666

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27 Nov 2009
Anyone noticed this?
9 Nov 2009
I dont like the current Reinforcement system cause there are 2 possibilities:
1: The Attacking team rushes down the defending team til they capped all objectives within 4minutes.
2: The defending team camps and only letting the attacking team cap the first objectives

A better system IMO would be having a dynamic Reinforcement system which controls the reinforcements added with each capture.
Example: On Sinjar the US team is out of reinforcements after capping A but the last man captures B. In the current version the US Team gets (dunno exactly) around 5 Reinforcements for capping. Now in my idea there is a entity (like the left4dead ai_director) which encounters a balance issue (cause the Insurgents would spawnkill the rest of the match) and gives the US Team 10(more or less possible but with a limit) anstead of 5
Reinforcements. So the match gets exciting again, because the US team has a fair chance to turn the match.
Other Example, same map: The US capped A & B in a single Rush and would now have around 30 Reinforcements and maybe the teams are uneven. So in my idea the US Team would get around 3 Reinforcements and the Insurgents have a fair chance to defend their last objectives.
7 Oct 2009
Hi guys
If anyone tried that:
is it possible to parent the ins_spawnpoint entity to a func_tracktrain?
Or is there a command to trigger the capture of a objective with a trigger_once?

Im not planning to do a map with that stuff but i was just interested in how things could work.
27 Sep 2009
nothing special just a small concept map:
feedback is appreciated
6 Sep 2009
I just started a new map and got to the point where i have too many brushsides, so i have to turn something in a model.
im new to modelling and just know to import the vmf with my model.

Can someone explain how to get the textures (insurgency materials) to work and export the whole thing to insurgency.
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