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[fP]Forum • View topic - anti spawnkill
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 Post subject: anti spawnkill
PostPosted: Mon Jan 18, 2010 7:24 pm 
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Joined: Sat Jan 16, 2010 11:37 pm
Posts: 6
maybe somoone add antispawankill protection on maps. i saw this on some serwer , some roof near spawn. now nobady restrict this no sk rulez.


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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 21, 2010 5:17 pm 
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Joined: Mon Jul 20, 2009 7:31 pm
Posts: 86
nice idea indeed Pablo m8 ;)


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 Post subject: Re: anti spawnkill
PostPosted: Wed Jan 27, 2010 11:15 pm 
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Joined: Sat Jan 16, 2010 11:37 pm
Posts: 6
i see not many admins come here. i think you are happy to see many messege every day : !admin they sk , all sk , axis sk , allie sk.

i see this every day ppl send to you.

of course nobady comes and nobady got banned for sk.

i think on this ser this roof must be .

i wrote in the morniing message but no respone from any admin. i wrote about 2 players who all the time 24/7 sk and nobady do somethinf with it.

you must learn ppl if you want nk sk to no sk.

or just write sk allowed cuz only when some admin , referee on ser its cool no sk , but when admin out sk allowed i see

i think thats all what i want to say. ( sry for my bad english i just learn ):)


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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 28, 2010 1:35 am 
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Joined: Tue Feb 05, 2008 10:14 pm
Posts: 563
Location: The Netherlands-Meppel
Believe it or not, there are more important things to do than babysit idiots every day of the week. We do our best, unpaid and mostly unappreciated, so give us a break now and then. :@

Just call for a admin !admin need help ...... (|:)
Please dont over do that admin call please and we will help you in the best way we can. \o/

Ps!!! admin are human to so we all need sometime sleep :Z ,time to go to work :r .and time for friends and family :)Y |:PY

Greetz DasBooT

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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 28, 2010 9:38 am 
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Joined: Sat Jan 15, 2005 10:02 pm
Posts: 2075
Location: Holland
oh cmon, most of us got a job etc. (and that job is not to babysit some kids who can't behave on the server)
we aren't on all the time of the day.

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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 28, 2010 1:30 pm 
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Joined: Mon Jul 20, 2009 7:31 pm
Posts: 86
definelly agree whit u m8es but for us who join server and wants just to have fun is pretty pissing to see people get ride of rules that's why we come here to whine...so let us whine cos we know that rl is much more important...but do not forget that our whining is aimed to the goodnes of server and regular players on it, the one who follow rules and just try to have some fun, things that not everyone understand for my bud :s

regards ;)


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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 28, 2010 2:01 pm 
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Posts: 2332
Location: right here right now:)
quite a few of us admins dont use are [fP] tags and play under a alias(cant rememebr the last time i played as [fP]ROOSTER!**) so you wont allways know were on server most the times.
;-> but ofc we do care about sk and the server rules.
a lot of the admin things happen in the background, so regs on Dc2 dont see most of the admin work that goes on :o
we do are best to keep the server clean and to make players play within the rules (Y)

just because you dont see us that dont mean were not there ;) .

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 Post subject: Re: anti spawnkill
PostPosted: Thu Jan 28, 2010 3:49 pm 
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i helped the server upgrade fund and all i got was this lousy rank :P
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(|:) (|:) (|:) |8|(=| (|:) 1984?? |8|(=| (|:) (|:) :o (|:) (|:) (|:)


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 Post subject: Re: anti spawnkill
PostPosted: Wed Feb 03, 2010 4:26 pm 
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Joined: Wed Mar 24, 2004 2:31 pm
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Location: Netherlands
But main topic is inserting the antispawnkill-roof. Is that easy to insert Kennie? I think we've had this discussion before, but I dont know what was the outcome. I think its a good idea, it helps a bit against spawnkilling.

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 Post subject: Re: anti spawnkill
PostPosted: Wed Feb 03, 2010 10:51 pm 
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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 10:50 am 
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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 3:56 pm 
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Location: The Netherlands-Meppel
:'( :'( :'(

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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 6:08 pm 
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i helped the server upgrade fund and all i got was this lousy rank :P
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As a mortar in spawn area removes the sk-protection for it`s team it should be a mercy for the whole team if no mortar can be used under the protection. :>

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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 6:53 pm 
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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 7:31 pm 
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what that i should fo :P

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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 10:19 pm 
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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 11:34 pm 
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Well, up to me, we might reconsider this. Doesn't matter mortar can't shoot from own spawn, he'll move to other spot.

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 Post subject: Re: anti spawnkill
PostPosted: Thu Feb 04, 2010 11:45 pm 
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but what happens to the spawns you capture e.g oasis sk ok on capture points remember

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 Post subject: Re: anti spawnkill
PostPosted: Fri Feb 05, 2010 1:55 am 
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Joined: Tue Sep 26, 2006 6:42 pm
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it can be done, so that when the allies blow the Old City Wall, the protection goes away, that's easy

i'm all for the roof thing, but that wouldn't solve the problem on the indoor spawns, like Battery (2nd axis spawn), Radar etc... could split the work of admins in half tho so (Y) on the spawnroof

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 Post subject: Re: anti spawnkill
PostPosted: Fri Feb 05, 2010 4:28 pm 
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Posts: 563
Location: The Netherlands-Meppel
I think it is verry easy :o

Remove Oasis put in Transmitter. (Y)

Remove Feuldump put in Marget Garden. (Y)

No more problems :+

Greetz DasBooT 8)

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