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General => General Server Discussion => Topic started by: ǝǝǝoſ[sXɐ] on February 04, 2010, 08:33:01 pm

Title: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 04, 2010, 08:33:01 pm
Well, we were all in DM mode, and I came up with a few ideas:

Ranking Up: When you get so many kills, you go up a rank.

Buying Weapons: You can purchase weapons that you want, but some are only unlocked to buy when you achieve a certain rank.

E.G Pistols you can buy streight away, aswell as mp5 etc. AK is unlocked after ranking up a little more, and costs more, all the way up to buying a minigun at the highest rank. And a weapon you spawn with like an mp5.

Multiple GROUND respawn points: You respawn on the ground, but there's like 5 respawn points. That's it - Thanks.
Title: Re: DeathMatch Mode!
Post by: [MAF]PyroFox on February 04, 2010, 08:56:35 pm
I think it's fine the way it is, no need for any of this. One thing I'll say though, last time I was in /DM, there were tanks, and all the retard noobs would do is keep using this and it sucked, remove them if they haven't been removed yet, it ruined /DM for me.
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 04, 2010, 09:38:03 pm
Fog is annoying, please remove it  :D
Title: Re: DeathMatch Mode!
Post by: [MAF]Sighmoan on February 04, 2010, 10:11:24 pm
How about a /teamdm mode?

And disable the mini map too.
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 04, 2010, 10:25:45 pm
We could still do with being able to purchase weapons though, or there isn't any snipers. And like Simon said, a /TeamDm too, but you just do /TeamDm to goto team dm, and /dm for normal (2 seperate modes). Should also disable car and weapon spawning, as it gets abused.
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 04, 2010, 10:36:47 pm
Would be great if those two teams would have different colors though. And add sniper please + i'd like different dm zone, maybe bigger or more spots to hide  ;)
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 04, 2010, 10:47:00 pm
It will be like a dm and race server if there will be ranks and stuff, too much for a side-fun mode.

/teamdm would be awesome.Today we had like 10 people fighting and we created teams, it was great to get saved when you left with 10 hp and an armored guy shooting at you.

Id like to see a cool score system, based on the teams total score and per player score.How to set it up ? lol

Would be great if those two teams would have different colors though. And add sniper please + i'd like different dm zone, maybe bigger or more spots to hide  ;)
Different colors + characters.Simulate a call of duty map (this one cuz it has good city maps to simulate lol)
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 04, 2010, 11:11:24 pm
The rank up thing is so you have something to work for, but why not just use weapon stats? Also could u make a copy of the cod 4 map shipment pls? That would be awesome.
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 05, 2010, 08:15:38 am
^ but without rain cause it will fuck up our guns sound  :D I bet Max could work on that new dm area  ;)
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 05, 2010, 11:20:04 am
Yeh shipment can be done with containers and some catwalks.Plus i remember a bit from messing with objects in map editor, one of the ships in between SF - LV is an object on themselves.So its usable to create an original remake. :) Thx to my curiusity i checked it and those ships hold lots of pieces lol

Id like to see one where you can enter to the bridge, the one close to plausure domes.And hopefully shoot down from there lol.
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 05, 2010, 11:28:53 am
yay!  :D
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 05, 2010, 12:04:13 pm
I tried to go there and shoot down from the bridge and bridge windows block the bullets.But in a recreation those windows can be removed. :D
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 05, 2010, 04:42:47 pm
most of you guys are thinking of wetwork, shipment is that very small map with a few containers. although wetwork would be awesome too!
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 05, 2010, 06:20:56 pm
Just a simple misunderstanding  ;D

Wetwork

(http://forum.i3d.net/attachments/technische-hulp-cod4/14683d1205223900-cod-4-info-helpdesk-wetwork.jpg)

Shipment :L

(http://www.wesleyturner.com/COD4/shipment.jpg)
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 05, 2010, 08:44:28 pm
:L. We need Max to make these, can someone show him this topic?
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 05, 2010, 08:47:58 pm
OMG i knew shipment as the ship map :L I always talked about the wetwork.

There must be a good container and little objects work and a good balance over the map as there is.Plus we need two bridges. >.<

Heres a skeleton tip for Max on where to start. I trust Max on the rest of work. :)

Did a copycat work on the usual bridge and ported it to the other side lol

(http://i47.tinypic.com/1z4kew5.png)

(http://i45.tinypic.com/bi6pgk.png)

(http://i45.tinypic.com/xg0g1k.png)
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 05, 2010, 09:18:14 pm
Could be longer though but at least we're making progress!  :D
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 05, 2010, 10:54:32 pm
That ship is longer than it looks like lol And thats not a progress, Max will be doing the progress hopefully and im sure he started to do something many hours ago. :L

The distance between two bridge walls is 12 seconds by normal sprinting (without taps) which is enough to get you bored if you try to run on an empty ground.There will be objects and probably you cant be able to run to other side straight forward.Gun range will be good in that distance i think.The thing i wonder about is what will happen to that hole going under the ship. >.<
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 06, 2010, 09:01:19 am
Put some containers on it  ;)
Title: Re: DeathMatch Mode!
Post by: MadMax on February 06, 2010, 02:13:39 pm
my ship is way bigger lol

tbh i don't like idea of 2 bridges

current progress
http://img442.imageshack.us/img442/7007/wetworkmta.jpg
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 06, 2010, 06:04:36 pm
The pic = broken.
Title: Re: DeathMatch Mode!
Post by: [FSR]Ush on February 06, 2010, 08:03:06 pm
The pic = broken.

ohh noooes the pig is broken!!

(http://prairieviewok.com/images/pig_bank_broken.jpg)
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 06, 2010, 09:18:30 pm
"Considering the map Max posted in MTA Maps topic as the map he makes for DM mode"

I just took a travel nothing different than what i can expect from Max (nothing offense, friendly :P).Ill post some before Max fixes the pic. :L Also ill comment on them so im not only up for showing it lol

Overview of ship.Upper side needs some serious make up work to look beautiful lol or like a real wreckage. :L

(http://i48.tinypic.com/2vb1rb8.png)

The ship is actually two ships patched up together and it makes a better wreckage look cause of rusty metals around.

(http://i49.tinypic.com/11v658h.png)

Max made a cool staircase work on the bridge.Its possible to run around the whole bridge structure.

(http://i46.tinypic.com/262les1.png)

Max didnt only patch up two ships together but used the space in between on his side.We got a nice rusty hole in the other side of ship.

(http://i47.tinypic.com/ej5s9l.png)

Well whats inside? I just took a look and the only thing i saw is: HEAVY METAL :L The way continues on to the right, it was a curiousity to advance.

(http://i49.tinypic.com/3168bi9.png)

What i saw after that is... A wall of metal... Wished to get back on surface or something progressive. :( Plus the other ship was interrupting my view.

(http://i47.tinypic.com/2qkku9c.png)

You think its over there ? No. Max worked on somewhere else too.We got an interior section too.

(http://i45.tinypic.com/2u91vye.png)

On the way i got surprised by seeing the sea and thought it doesnt have any progress yet.But the way was going on...

(http://i47.tinypic.com/bgps14.png)

Lets get in there and see whats up or down... The first thing i face is a staircase (from caligulas casino)

(http://i46.tinypic.com/v3kuit.png)

I decided to go upper floor first.The bottom has the safe we rob in the mission and nothing more.What i see is a pack of rooms placed around nicely.

(http://i49.tinypic.com/167w5rl.png)

I advanced through the hole at right and what i saw is just another room.I expected it to go on somewhere too. :(

(http://i50.tinypic.com/1zyk8wz.png)

In the overall Max you got a cool idea and made a nice fruit for the beginning.I would like to be running around


Title: Re: DeathMatch Mode!
Post by: [MAF]Snoopy on February 06, 2010, 09:24:34 pm
nice! :o
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 06, 2010, 09:29:50 pm
I gues we don't need any pics from game lol this ship will be way better! Good job Love, nice start  :D
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 06, 2010, 09:50:41 pm
THATS NOT MY WORK ITS MADMAX's :L

I just reviewed it. :) Think shud i be a map reviewer? :P
Title: Re: DeathMatch Mode!
Post by: MadMax on February 06, 2010, 09:58:35 pm
ok
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 06, 2010, 10:03:13 pm
Ok, great job max, like always. And good review Love :L
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 06, 2010, 10:09:00 pm
Yeah, think there's a way to do something like that to shipment? And will this map get used in /DM?
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 06, 2010, 10:22:44 pm
ok
Ok to what lol

I gues we don't need any pics from game lol this ship will be way better! Good job Love, nice start  :D
Ok to this ? NO from me, feed us. :D
Title: Re: DeathMatch Mode!
Post by: [MAF]Cthulhu on February 07, 2010, 04:09:28 pm
Nice one, Max  :D
Title: Re: DeathMatch Mode!
Post by: MadMax on February 07, 2010, 04:40:41 pm
fuckin fucked problems  >:(

after makin' whole interior half of map not loads argggh

make choice

interior or containers ?
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 07, 2010, 05:15:26 pm
I'd go for the deck with the containers, it's good for hiding etc, and the interior looks a little too big for a DM map.
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 07, 2010, 07:20:28 pm
Well yeah it doesnt deserve alot of tight work Max, dont get yousself tired with it.Deck is the first objective, having an underground passage would be great but it doesnt need heavy details.
Title: Re: DeathMatch Mode!
Post by: [2F2F]SNiKeRiS on February 07, 2010, 08:53:28 pm
We've tested Max's map and it was brilliant. Of course fresh thing always need some adjustments. Need more stairs, spots for snipers, enterable interior and other stuff.  :)
Title: Re: DeathMatch Mode!
Post by: MadMax on February 07, 2010, 09:31:38 pm
can't add more things or it will not load
too many objects in 1 place
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 07, 2010, 09:35:21 pm
Is there anything useless you could delete and replace with stairs etc?
Title: Re: DeathMatch Mode!
Post by: MadMax on February 07, 2010, 09:43:48 pm
idk where stairs are needed lol
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 07, 2010, 09:58:59 pm
Agree, the only place is the bridge and it has enough.If you didnt update the map you shared with us lol

Objects not loading eh :( Thats a bugger.

Well i say start a fresh one or remove something then focus on the deck.Make a solid DM ground.Then if you have some space to turn around the map with another way, go for it.
Title: Re: DeathMatch Mode!
Post by: MadMax on February 07, 2010, 10:10:35 pm
love, try this one
http://forum.adrenalinex.co.uk/index.php?action=dlattach;topic=563.0;attach=1329
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 08, 2010, 12:54:55 am
Just checked before going to bed, it has a great deck but no bridge.Or does that cluckin bell door open on touch ? lol If it does you need to remove the windows.Its not possible to shoot through.

Both of interior sections have texture blindings again. :(
Title: Re: DeathMatch Mode!
Post by: MadMax on February 08, 2010, 01:39:14 am
Just checked before going to bed, it has a great deck but no bridge.Or does that cluckin bell door open on touch ? lol If it does you need to remove the windows.Its not possible to shoot through.
meh not loaded, try to load it again, should all show lol
doors can be opened
windows.. you can break them by shoting lol
Both of interior sections have texture blindings again. :(
still idk how (if it is possible) to fix that bug lol
Title: Re: DeathMatch Mode!
Post by: [MAF]Aj_Lajk_Bir on February 08, 2010, 10:08:49 am
most of you dont like IV races and you want Dm meh
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 08, 2010, 11:37:43 am
Getting a shot in the tire while going nicely through the race is sucky.

meh not loaded, try to load it again, should all show lol - There is a full loaded deck, i can see windows there.I mean i tried to shoot through windows and they didnt break.It isnt possible to break them with gunfire.
Title: Re: DeathMatch Mode!
Post by: MadMax on February 08, 2010, 11:58:56 am
ok, so i have to change them lol
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 08, 2010, 12:08:44 pm
Why do you need glass in windows lol Just let it stay empty, it looks fine that way too.
Title: Re: DeathMatch Mode!
Post by: MadMax on February 08, 2010, 01:02:46 pm
ok, but the problem is with the bridge, even if i left empty there is 'invisible wall' and you cannot shot, (gayy)
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 08, 2010, 01:06:23 pm
I checked the upadted map there is a different glass, if you can break it with gun fire then its cool.
Title: Re: DeathMatch Mode!
Post by: MadMax on February 08, 2010, 01:08:48 pm
just can't cause of bridge, it have 'invisible wall'

just try it argggh  >:(
Title: Re: DeathMatch Mode!
Post by: ﱡ קּﻰﺢ Love on February 08, 2010, 01:32:57 pm
Shitty. :( Then that bridge is only a mascott lol
Title: Re: DeathMatch Mode!
Post by: MadMax on February 08, 2010, 02:27:54 pm
you can hide inside there, btw almost finished one
Title: Re: DeathMatch Mode!
Post by: [MAF]Rac3r on February 09, 2010, 07:42:40 pm
I tried converting, but it gave me errors (instead of 0.3372 it was 0.3252-E63) dunno why.
Title: Re: DeathMatch Mode!
Post by: MadMax on February 09, 2010, 08:32:20 pm
how looks converted file?
can you upload an example

i can do it manually
only 260 objects, shouldn't be that hard (spin)

R, should it looks like this ?

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CreateDynamicObject(3877,-5206.958496,24.907663,23.809984,0.000000,0.000000,0.000000);
CreateDynamicObject(3877,-5207.091797,-8.634065,23.979353,0.000000,0.000000,0.000000);
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CreateDynamicObject(16666,-5114.898438,3.442343,-2.082921,0.000000,0.000000,0.000000);
CreateDynamicObject(18260,-5119.321289,-1.346395,5.966761,0.000000,0.000000,0.000000);
CreateDynamicObject(18260,-5109.560059,-2.018405,-0.742161,0.000000,0.000000,0.000000);
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CreateDynamicObject(3850,-5206.945313,3.819432,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,4.694436,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,5.544435,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,6.369442,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,-2.030567,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,-1.305570,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,-0.480570,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,0.369431,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,1.244431,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,2.069431,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,7.194442,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,8.044481,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,8.894434,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,9.719444,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,10.594545,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,11.444445,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,12.269470,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,18.119431,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,13.094507,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,13.944475,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,14.769482,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,15.594469,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,16.444456,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5206.945313,17.269451,30.345896,119.461643,-87.662485,87.662485);
CreateDynamicObject(3850,-5207.490723,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5213.588379,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5212.742676,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5211.866211,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5210.990723,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5210.115234,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5209.239746,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5208.370117,18.497826,30.237566,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5207.502930,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5212.648438,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5211.779785,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5210.899414,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5210.054688,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5209.226074,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5208.379395,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(3850,-5213.435059,-2.219238,30.429304,-90.240795,0.000000,-89.999981);
CreateDynamicObject(10828,-5196.272461,3.801914,-1.171364,-90.240795,0.000000,-360.000040);
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CreateDynamicObject(10828,-5158.868652,-5.064747,-3.603255,-90.240795,0.000000,-180.000020);
CreateDynamicObject(10828,-5179.081055,8.864779,-0.897776,-90.240795,0.000000,-450.000021);
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CreateDynamicObject(2669,-5155.601563,20.431059,-1.670885,0.000000,0.000000,-90.000039);
CreateDynamicObject(2669,-5155.570313,17.428587,-1.670648,0.000000,0.000000,-90.000039);
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CreateDynamicObject(2669,-5155.544434,11.488386,-1.686091,0.000000,0.000000,-90.000039);
CreateDynamicObject(2669,-5155.520020,8.601827,-1.714817,0.000000,0.000000,-90.000039);
CreateDynamicObject(5154,-5100.020020,8.388700,18.538078,0.000000,0.000000,0.000000);
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CreateDynamicObject(10773,-5046.568848,2.420238,16.243370,0.000000,0.000000,0.000000);
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CreateDynamicObject(1437,-5085.152344,11.797253,14.718487,-9.453804,1.718873,0.000000);
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CreateDynamicObject(3877,-5151.089355,8.507341,38.692249,0.000000,0.000000,0.000000);
CreateDynamicObject(1437,-5142.421875,-5.025684,19.791719,-38.674651,1.718873,28.361468);
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CreateDynamicObject(1437,-5159.740234,20.168913,19.618793,-38.674651,1.718873,-129.138499);
CreateDynamicObject(1437,-5026.256348,12.152879,23.937098,-22.345354,0.859437,0.000000);
CreateDynamicObject(1437,-5056.287598,5.915476,22.558987,-47.268961,1.718873,89.999981);
CreateDynamicObject(10773,-5046.232422,14.672618,16.369558,0.000000,0.000000,-179.999963);
CreateDynamicObject(10773,-5174.674805,11.697762,16.334236,0.000000,0.000000,179.999963);
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CreateDynamicObject(1437,-5067.889648,13.708100,22.668247,-47.268961,1.718873,236.249979);
CreateDynamicObject(2669,-5048.333984,9.178075,14.998154,0.000000,0.000000,-303.750023);
CreateDynamicObject(1437,-5109.548828,20.172539,20.103449,-38.674651,1.718873,239.687955);
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CreateDynamicObject(5262,-5188.919922,8.042573,2.674749,0.000000,0.000000,0.000000);
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CreateDynamicObject(8659,-5184.785156,25.063353,14.125845,0.000000,0.000000,-179.999963);
CreateDynamicObject(982,-5258.426758,8.105510,14.543415,0.000000,0.000000,0.000000);
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CreateDynamicObject(8229,-5163.827637,13.607426,-0.412489,-269.863465,0.000000,-90.000039);
CreateDynamicObject(8229,-5167.434082,13.515965,-0.435488,-269.863465,0.000000,-90.000039);
CreateDynamicObject(8229,-5170.801758,13.506048,-0.469822,-269.863465,0.000000,-90.000039);
CreateDynamicObject(8659,-5125.632813,25.301193,13.889313,0.000000,0.000000,-359.999982);
CreateDynamicObject(8659,-5155.404297,24.425188,13.370594,-91.959669,0.000000,-359.999982);
CreateDynamicObject(8659,-5107.297363,24.413500,13.283257,-91.959669,0.000000,-359.999982);
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CreateDynamicObject(8659,-5111.165039,-8.129163,13.188416,-91.959669,0.000000,-539.999830);
CreateDynamicObject(8659,-5133.429199,-8.115236,13.323235,-91.959669,0.000000,-539.999830);
CreateDynamicObject(8659,-5162.554688,-8.027125,13.331645,-91.959669,0.000000,-539.999830);
CreateDynamicObject(10828,-5155.531250,7.337008,-4.307716,-90.240795,0.000000,-629.999640);
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CreateDynamicObject(1437,-5030.603516,17.845802,14.923115,-18.048171,1.718873,-89.999981);
CreateDynamicObject(1437,-5030.604492,-2.279578,14.920902,-18.048171,1.718873,-89.999981);
CreateDynamicObject(1437,-5050.684082,0.265306,14.822351,-18.048171,1.718873,89.999981);
CreateDynamicObject(1437,-5076.156738,22.570072,14.970680,-18.048171,1.718873,-180.000020);
CreateDynamicObject(1437,-5138.229980,-0.564781,14.881748,-18.048171,1.718873,-270.000001);
CreateDynamicObject(1437,-5191.796387,-3.866462,15.018898,-18.048171,1.718873,-359.999982);
CreateDynamicObject(1437,-5200.708984,16.541733,14.892124,-18.048171,1.718873,-270.000001);
CreateDynamicObject(1437,-5254.187012,2.589181,14.832930,-18.048171,1.718873,-449.999964);
CreateDynamicObject(1649,-5030.006348,20.714737,15.098002,23.204791,0.000000,-195.624464);
CreateDynamicObject(1649,-5034.085938,21.710300,14.609387,22.345354,0.000000,-199.921648);
CreateDynamicObject(1649,-5030.141113,-4.132873,15.034224,25.783101,0.000000,18.125520);
CreateDynamicObject(1649,-5034.448730,-5.237945,14.721145,28.361411,0.000000,14.687773);
?
Title: Re: DeathMatch Mode!
Post by: ǝǝǝoſ[sXɐ] on February 18, 2010, 05:44:47 am
I just had a pretty cool idea for a map, maybe Verdant Meadows or something?