Poll

I'm glad sequential IA is no longer possible.

Yes
8 (61.5%)
No
5 (38.5%)

Total Members Voted: 13

Voting closed: November 23, 2008, 05:52:28 PM

Author Topic: Mymap Alterations - Sequential IA  (Read 5921 times)

Offline peewee_RotA

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Re: Mymap Alterations - Sequential IA
« Reply #15 on: November 18, 2008, 07:11:46 AM »
Quote
and what the heck is that pushy-downy thing on city1, i never got the point of that

That is a trigger_push, ID Software did not set the spawnflag for Not in Deathmatch.

LOL I always thought that that was a .ent file change Quadz added in to prevent people from getting to the RL from the GL tele dest.
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Offline [BTF]Sigma

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Re: Mymap Alterations - Sequential IA
« Reply #16 on: November 18, 2008, 08:04:32 AM »
But what is it's function in single player then?
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Offline peewee_RotA

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Re: Mymap Alterations - Sequential IA
« Reply #17 on: November 18, 2008, 08:52:46 AM »
But what is it's function in single player then?

Probably to push the floaters down from their spawn point. (although a monster jump and a push are two different triggers) In SP you can't get onto any cliff high enough to jump to that point.
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Offline [BTF]Sigma

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Re: Mymap Alterations - Sequential IA
« Reply #18 on: November 18, 2008, 11:53:16 AM »
Gawd damn floaters and their lingering func_pushes
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