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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360709 times)

trog

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #630 on: August 21, 2011, 01:11:12 pm »

norton deleted gamemaker :/
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Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #631 on: August 21, 2011, 01:13:19 pm »

Then delete norton, or stop complaining.

Yuko

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Heipo

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #633 on: August 21, 2011, 01:22:34 pm »

Here's an idea Trog: get a different antivirus.
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billymaze

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #634 on: August 21, 2011, 01:36:18 pm »

Michaelsoft secerty asenshals is a good one
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trog

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #635 on: August 21, 2011, 02:36:33 pm »

Here you go, Trog

http://dl.dropbox.com/u/8358740/INS%20for%20Trog%20%281.04%29.zip
Thanks.

Here's an idea Trog: get a different antivirus.
I can't.

:modbot: The user indicated that they are unable to change their antivirus software due to parental restrictions.
« Last Edit: February 08, 2026, 08:57:20 am by MedO »
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PM me your apps for my clan

92% of people who see this will not
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died in the explosion Cell tied to destroy Earth with, he did it for you and me. If you're not ashamed to love Goku, post this as your status and show everyone. Thank you, Goku. I lifted up my arms for the spirit bomb every time you asked for my energy.

[PHS] Whisky

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Re: INS Mod Official Topic | Public Release!
« Reply #636 on: August 21, 2011, 03:29:11 pm »

  • New gametypes like Team Deathmatch (with proper anti-spawn camping zones), and Warfare.

Woah wait a second.

Mind elaborating on this point Rebel?

Dronery

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #637 on: August 21, 2011, 04:21:38 pm »

Holy god Whisky Posted.
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ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็

[PHS] Whisky

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #638 on: August 21, 2011, 04:22:34 pm »

Holy god Whisky Posted.

I post occasionally. Like once a blue moon every half-century when the stars are aligned and the wind is blowing in a North/Northwest direction.

Edit: Speaking of which I should be more active in Steam.
« Last Edit: August 21, 2011, 04:23:30 pm by [PHS] Whisky »
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #639 on: August 21, 2011, 07:42:22 pm »

The anti-spawn camping zones would work similarly to the Unreal Tournament map mechanic. I would set a bunch of spawn locations on the map. Whenever you respawn, it will randomly choose one of the locations. If there are enemies within a certain zone, you will not spawn at that location, and it will randomly choose another one. If there are multiple enemies at all of the zones, it will prioritize which zone you respawn at based on the number of people.

Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #640 on: August 21, 2011, 07:55:31 pm »

Shiny. Still want catapults though. And if I could I'd make a custom gb so that people can put them in their maps.

[PHS] Whisky

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #641 on: August 21, 2011, 08:50:18 pm »

The anti-spawn camping zones would work similarly to the Unreal Tournament map mechanic. I would set a bunch of spawn locations on the map. Whenever you respawn, it will randomly choose one of the locations. If there are enemies within a certain zone, you will not spawn at that location, and it will randomly choose another one. If there are multiple enemies at all of the zones, it will prioritize which zone you respawn at based on the number of people.


Ugh does that mean if say you're at Blu base and get overrun, you'll immediately spawn over at Red base on the other side of the map to give your team a fighting chance? Because I hate dynamic spawns. Ruins competitive play.

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #642 on: August 21, 2011, 09:49:09 pm »

Perhaps you misunderstood what the point was.

Bases don't mean anything in Team Deathmatch because the entire map is asymmetrical; there is no "red" or "blu" base. Any player can appear at any spawn point, depending on the spawn priority, like in UT and Quake.

You're going for kills, not a flag/control point. If you get spawncamped because there was no prevention of such, or there was only 1 spawn zone, that would ruin the gamemode.

Killah Zillah

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #643 on: August 22, 2011, 01:05:30 am »

If you've ever played Arena_Chelsea (I think that's the one), the one with the random spawn points, then picture it where no opposing team member spawns too close to another. That's basically what Rebel's suggesting, right?

Also, deathmatch sounds awesome as FECK! I'd be totally down for that being added to normal GG2 even!

Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #644 on: August 22, 2011, 07:22:31 am »

I've seen some TDM-like TF2 servers give an 1-second ubercharge upon respawn to prevent spawncamping. I guess adding that wouldn't hurt.

Also, the catapult should really be able to launch projectiles. Bombarding ennemies with soccer balls and holy water.. :hehe16:
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