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time..rotation bundles.. spawners.. https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4606 |
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Author: | fo0k [ Tue Jan 13, 2009 12:54 pm ] |
Post subject: | time..rotation bundles.. spawners.. |
I think this is pretty much impossible.. but any weird creative thoughts on making some kind of timer... to time how fast you can make a lap of a circuit..? |
Author: | Boom [ Tue Jan 13, 2009 10:30 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
As a CSM, not a SSM... right? If it IS a SSM just put a time limit per round on your server. When someone completes a lap then they can just compare their starting time to the time that's left on the clock. I know it's a lame answer but it's the simplest one I could come up with. ![]() |
Author: | fo0k [ Wed Jan 14, 2009 4:33 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
yes csm... hmm.. want something a little more pretty than just watching the clock ![]() |
Author: | Iced Earth [ Wed Jan 14, 2009 5:14 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
I can't think of any way of keeping track of that sort of thing with bf1942... creating/destroying things at certain points sure, but timing? Ehh. ![]() |
Author: | Apache Thunder [ Wed Jan 14, 2009 7:56 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
You could set up a rotational bundle with a clock texture and such. Getting it to actually keep time accurately...That's a whole other challenge. |
Author: | Sheppard [ Wed Jan 14, 2009 8:26 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
If you set the rotation speed right, shouldn't be a problem... |
Author: | Iced Earth [ Wed Jan 14, 2009 8:31 pm ] |
Post subject: | Re: time..rotation bundles.. spawners.. |
Yes...but why go to that much trouble? For SSM's, at least you know people will be enjoying them, but for client side mods/maps...not very many for bf1942 at least. |
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