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Welcome to the [fP]Forums \o/
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panzerpablos
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Post subject: anti spawnkill Posted: Mon Jan 18, 2010 7:24 pm |
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Joined: Sat Jan 16, 2010 11:37 pm Posts: 6
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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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Gatzu
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Post subject: Re: anti spawnkill Posted: Thu Jan 21, 2010 5:17 pm |
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Joined: Mon Jul 20, 2009 7:31 pm Posts: 86
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nice idea indeed Pablo m8
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panzerpablos
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Post subject: Re: anti spawnkill Posted: Wed Jan 27, 2010 11:15 pm |
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Joined: Sat Jan 16, 2010 11:37 pm Posts: 6
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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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DAS BOOT
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Post subject: Re: anti spawnkill Posted: 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
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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. Ps!!! admin are human to so we all need sometime sleep ,time to go to work .and time for friends and family Greetz DasBooT
_________________ No DasBooT No Ammo,No Ammo No Kills
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[fP]Kennie
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Post subject: Re: anti spawnkill Posted: Thu Jan 28, 2010 9:38 am |
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Not from earth |
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Joined: Sat Jan 15, 2005 10:02 pm Posts: 2075 Location: Holland
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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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Gatzu
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Post subject: Re: anti spawnkill Posted: Thu Jan 28, 2010 1:30 pm |
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Joined: Mon Jul 20, 2009 7:31 pm Posts: 86
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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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[fP]ROOSTER!**
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Post subject: Re: anti spawnkill Posted: Thu Jan 28, 2010 2:01 pm |
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Joined: Fri Jul 21, 2006 1:55 am Posts: 2332 Location: right here right now:)
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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 we do are best to keep the server clean and to make players play within the rules just because you dont see us that dont mean were not there .
_________________
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failed.Grayson
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Post subject: Re: anti spawnkill Posted: 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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Joined: Tue Oct 20, 2009 7:55 pm Posts: 51 Location: Frankfurt / Germany
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_________________ Greez Gray
--------------------------------------- Moment of Terror is the Beginning of Life
---------------------------------------
667 - The neighbour of the beast
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DictatoR
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Post subject: Re: anti spawnkill Posted: Wed Feb 03, 2010 4:26 pm |
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Joined: Wed Mar 24, 2004 2:31 pm Posts: 1256 Location: Netherlands
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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.
_________________ No n00bs, no cry, no DictatoR :-/
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[fP]Kennie
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Post subject: Re: anti spawnkill Posted: Wed Feb 03, 2010 10:51 pm |
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Not from earth |
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Joined: Sat Jan 15, 2005 10:02 pm Posts: 2075 Location: Holland
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_________________
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[fP]-razzle-**
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 10:50 am |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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DAS BOOT
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 3:56 pm |
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Joined: Tue Feb 05, 2008 10:14 pm Posts: 563 Location: The Netherlands-Meppel
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_________________ No DasBooT No Ammo,No Ammo No Kills
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failed.Grayson
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Post subject: Re: anti spawnkill Posted: 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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Joined: Tue Oct 20, 2009 7:55 pm Posts: 51 Location: Frankfurt / Germany
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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.
_________________ Greez Gray
--------------------------------------- Moment of Terror is the Beginning of Life
---------------------------------------
667 - The neighbour of the beast
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[fP]Kennie
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 6:53 pm |
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Not from earth |
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Joined: Sat Jan 15, 2005 10:02 pm Posts: 2075 Location: Holland
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_________________
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[fP]-razzle-**
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 7:31 pm |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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what that i should fo
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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[fP]ROOSTER!**
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 10:19 pm |
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Joined: Fri Jul 21, 2006 1:55 am Posts: 2332 Location: right here right now:)
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_________________
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DictatoR
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 11:34 pm |
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Joined: Wed Mar 24, 2004 2:31 pm Posts: 1256 Location: Netherlands
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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.
_________________ No n00bs, no cry, no DictatoR :-/
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[fP]-razzle-**
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Post subject: Re: anti spawnkill Posted: Thu Feb 04, 2010 11:45 pm |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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but what happens to the spawns you capture e.g oasis sk ok on capture points remember
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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BinaryStar
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Post subject: Re: anti spawnkill Posted: Fri Feb 05, 2010 1:55 am |
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Joined: Tue Sep 26, 2006 6:42 pm Posts: 1785 Location: Ljubljana
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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 on the spawnroof
_________________ He is able who thinks he is able. by: Buddha
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DAS BOOT
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Post subject: Re: anti spawnkill Posted: Fri Feb 05, 2010 4:28 pm |
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Joined: Tue Feb 05, 2008 10:14 pm Posts: 563 Location: The Netherlands-Meppel
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I think it is verry easy Remove Oasis put in Transmitter. Remove Feuldump put in Marget Garden. No more problems Greetz DasBooT
_________________ No DasBooT No Ammo,No Ammo No Kills
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