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PostPosted: Thu Mar 31, 2005 9:52 pm 
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Smokey comes up with some rather unique ideas on how to play RA ;)

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Yesterday we were having battles in the dark on Unholy in an area accessible only via a crack in the wall that requires a GL + Rocket jump to reach.

Zop seemed to have no trouble pulling off the jump, now we just need to teach Zop how to strafe :P


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PostPosted: Sun Apr 17, 2005 8:21 pm 
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Recent changes:

* A player waiting for an opponent can fire his weapon, perform rocket jumps, and have unlimited ammo.

* Fixed a bug that was preventing your ammo/health/armor from being reset after your opponent's death.

* Took away frag penalty for players who "kill" and go observer.

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PostPosted: Mon Apr 25, 2005 6:43 pm 
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the single player rj mode is cool...i was usin it for like 15 minutes one night hehe :D

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PostPosted: Mon May 09, 2005 8:31 am 
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When your cell supply runs out while firing, it switches over to SNG. Is there any possible way to switch over to RL rather than SNG ? I know for a fact it throws me way off when I'm shafting someone and I see nails fly out the next second.


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PostPosted: Mon May 09, 2005 3:58 pm 
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That's the default behavior in Quake and not just Rocket Arena. Since players are susceptible to splash damage with the RL, automatically substituting the SNG for the LG is more desireable in my opinion.

toyo


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PostPosted: Thu Jun 30, 2005 12:21 am 
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smokey wrote:
Oh was wondering if its possible to add a accuraccy feature much like those in cr/ca, gives weapon efficiency.


I added this tonight. Use 'eff' or 'efficiency' to see the weapon stats. I tried to mimik the CRMod command exactly, but it still might need some tweaking.

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PostPosted: Mon Jul 11, 2005 10:41 pm 
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Slot, I think on id3, there are many submaps outside the id3 dm6-ish arena. You should add a feature to be able to play in those other sub-maps! Randomly, sequentially, or ....

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PostPosted: Thu Jul 21, 2005 2:08 am 
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I have noticed a bug, if it's even worth mentioning.

Say there are 3 players, player1, player2, and player3. Player1 with 14 frags and player2 with 2 frags are fighting, player1 wins, and game goes to intermission. Player3 types "kill" and it puts him in the game and drops him to the ground!

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PostPosted: Fri Jul 22, 2005 7:21 pm 
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All fixed. Thanks!

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PostPosted: Thu Jul 19, 2007 9:19 pm 
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I added a timelimit to prevent players from taking too long during a round. Right now its 90 seconds when there are 3 players in queue, and 60 seconds when there are more than 3. If there are no players in queue, there is no timelimit. When timelimit is reached, the player who takes the most damage (even from himself) dies. In the case of a tie, the last person to join the round dies. Oh and there's a simple warning when timelimit is approaching.

Current bugs: If no players are in queue and timelimit is reached, next person to join queue causes instant death to one of the players.

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PostPosted: Tue Jul 24, 2007 9:43 am 
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If there was a timelimit, it would create a whole new strategy to have at least +1 more life than your opponent and run away for the entire match (90 seconds). There are plenty of maps that would allow this to happen.

My suggestion, deduct a frag from both players after 180 seconds as a penalty for not having a quick match.

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