git hub dl's are all messed up for me, took me like 3-4 tries to dl omp hud as well.
timesthelegallimitWAIT
Does this mean we can have a server running like 5 2v2 bball courts?
Klanana please.
Dear lord.
Zigzter feel free to update MGE iT whenever you want. The ball is in your court <3
Does this mean we can have a server running like 5 2v2 bball courts?
Klanana please.[/quote]
Dear lord.
Zigzter feel free to update MGE iT whenever you want. The ball is in your court <3
klananatimesthelegallimitWAIT
Does this mean we can have a server running like 5 2v2 bball courts?
Klanana please.
Dear lord.
Zigzter feel free to update MGE iT whenever you want. The ball is in your court <3
Testing it on my server first to make sure I don't mess anything up.
Does this mean we can have a server running like 5 2v2 bball courts?
Klanana please.[/quote]
Dear lord.
Zigzter feel free to update MGE iT whenever you want. The ball is in your court <3[/quote]
Testing it on my server first to make sure I don't mess anything up.
CPrice and I found a few errors in the logs, and I've sent my logs to him. I'm sure he can probably address the minor issues pretty quickly.
zigzterDoes the bball arena still have the really low skybox of the old MGE? If so, is it possible to set it to the same as ctf_ballin_sky?
It does. I will keep this in mind for the next versions of mge_dueling and mge_training_v8.
[quote=zigzter]Does the bball arena still have the really low skybox of the old MGE? If so, is it possible to set it to the same as ctf_ballin_sky?
[/quote]
It does. I will keep this in mind for the next versions of mge_dueling and mge_training_v8.
I'm getting reports of people saying the timers are randomly dieing for no reason, making koth arenas unplayable. I'd hold off putting the mod on populated servers until I can figure this out, thanks.
So much fun. hope to see more arenas and content. love u guys <3
Exactly how long is the cap on turris, I'm not sure if my hud is broken or something but I cannot see the KOTH thing.
Should be about 12.5 seconds? same as the cap for ultiduo, when I tested it it seemed to be you had to kill the other player 2-3x times in a row to get the cap back, which seemed okay, but I also remember it taking a long time to get an initial cap going.
Also if you could tell me/link me your hud so that I can try and debug the koth cap percent text not showing up that'd be great, thanks.
Also I think some people were asking about adding an ultiduo_baloo arena. Unfortunately with the way that koth currently works I can't create a baloo arena because baloo has a 2 tiered cap point (you can stand on top of or next to the pillar to cap). I may look into figuring a way around this in the future, but for the moment a baloo arena (or any arena with a cap larger than just a cap model) won't work with mge.
Also if you could tell me/link me your hud so that I can try and debug the koth cap percent text not showing up that'd be great, thanks.
Also I think some people were asking about adding an ultiduo_baloo arena. Unfortunately with the way that koth currently works I can't create a baloo arena because baloo has a 2 tiered cap point (you can stand on top of or next to the pillar to cap). I may look into figuring a way around this in the future, but for the moment a baloo arena (or any arena with a cap larger than just a cap model) won't work with mge.
I use BroselHUD but here's the link to exactly what I'm using
http://www54.zippyshare.com/v/54577673/file.html
Reducing the initial cap time to like 8 or 10 seconds could speed up the matches a lot. Half of the ones I played were a bit odd cause I had no idea how close they were to capping.
Kind of a side note but going against someone with gunboats is incredibly annoying on this map since they can just jump to avoid damage and get a full clip every 5 seconds.
http://www54.zippyshare.com/v/54577673/file.html
Reducing the initial cap time to like 8 or 10 seconds could speed up the matches a lot. Half of the ones I played were a bit odd cause I had no idea how close they were to capping.
Kind of a side note but going against someone with gunboats is incredibly annoying on this map since they can just jump to avoid damage and get a full clip every 5 seconds.
Just tested that hud with 2.0.1 and the hud text appeared for me, so hopefully your server just didn't have the fix in yet. Also I agree the cap time may benefit from being reduced but I'd like to get some more feedback before making any changes. and yeah, gunboats suck in mge, but it's up to the server provider to block them on their whitelist.
In normal arenas I don't really mind them if you just want to focus on your rocket aim but with regen it gets pretty broken.
Regarding HUD text I went into the TG server that was running the mod and it appeared at the start of the match but as soon as someone else joined it disappeared.
Regarding HUD text I went into the TG server that was running the mod and it appeared at the start of the match but as soon as someone else joined it disappeared.
My servers (as of a few minutes ago) are now updated to 2.0.1. Thank you guys for the bug reports!
I updated the Tiny Little Robots MGE server to 2.0.1 running beta4a. Thanks for the hard work Cprice/Jstn.
Could you please elucidate me on some things...
So who's developing this mod atm? Lange or cprice?
Also, there are 2 different map types now right? The v8 and the duels maps with these new arenas?
Honestly I don't know who's working on v8 if it's lange, cprice, Jstn but I think that should be your priority right now to release a final version of that, not adding a new map with 2 v 2 arenas. Just yesterday I played on a server with v8, it was cool but still had a lot of edge or stuck bugs, particularly on spire where I noticed most.
Also, I know you removed the advanced stats but that was actually useful for checking if you're improving or how you're doing with your different weapons and improve on that. Was also good for mge tournaments casts where casters had that information available to them. I'm all for improved performance, just saying it was a good feature.
Other than the stats removal and the !top5 command what's new in the mod (and not the maps itself)?
Other than that, great work!
So who's developing this mod atm? Lange or cprice?
Also, there are 2 different map types now right? The v8 and the duels maps with these new arenas?
Honestly I don't know who's working on v8 if it's lange, cprice, Jstn but I think that should be your priority right now to release a final version of that, not adding a new map with 2 v 2 arenas. Just yesterday I played on a server with v8, it was cool but still had a lot of edge or stuck bugs, particularly on spire where I noticed most.
Also, I know you removed the advanced stats but that was actually useful for checking if you're improving or how you're doing with your different weapons and improve on that. Was also good for mge tournaments casts where casters had that information available to them. I'm all for improved performance, just saying it was a good feature.
Other than the stats removal and the !top5 command what's new in the mod (and not the maps itself)?
Other than that, great work!
KanecoCould you please elucidate me on some things...
So who's developing this mod atm? Lange or cprice?
I'm doing all of the coding for the plugin right now, lange is very busy right now and doesn't really have any time to put into developing it.
KanecoAlso, there are 2 different map types now right? The v8 and the duels maps with these new arenas?
Correct, there are 2 different maps now. They are both still MGE they just have different arenas.
KanecoHonestly I don't know who's working on v8 if it's lange, cprice, Jstn but I think that should be your priority right now to release a final version of that, not adding a new map with 2 v 2 arenas. Just yesterday I played on a server with v8, it was cool but still had a lot of edge or stuck bugs, particularly on spire where I noticed most.
The reasoning for dueling_v1 was because I wanted a map that showcased MGE 2.0's new features. Currently training_v8 is full, and no new arenas can be added because of a brush limit in the source engine, so the only way I could have a map with ultiduo/spireking/mutliple bball arenas was to have JSTN make a new map. I understand the confusion of having multiple maps, but because of the brush limit it was the only to do it.
Also V8 is still under active development, JSTN has just been very busy lately, and I've been forcing him to work on dueling_v1 instead of v8, so you can blame me for any bugs not being fixed. I believe hes said multiple times he didn't change anything on spire, but if you want to elaborate more specifically on what/where the bugs are I'm sure that would help him get those fixed.
KanecoAlso, I know you removed the advanced stats but that was actually useful for checking if you're improving or how you're doing with your different weapons and improve on that. Was also good for mge tournaments casts where casters had that information available to them. I'm all for improved performance, just saying it was a good feature.
The removal of advanced stats/accuracy was actually langes request/doing, I may try to find a better way to implement them, but right now unless lange changes his mind they aren't comming back, sorry :/
KanecoOther than the stats removal and the !top5 command what's new in the mod (and not the maps itself)?
Basically every arena can be played 2v2 or turned into a koth map.
So who's developing this mod atm? Lange or cprice?
[/quote]
I'm doing all of the coding for the plugin right now, lange is very busy right now and doesn't really have any time to put into developing it.
[quote=Kaneco]
Also, there are 2 different map types now right? The v8 and the duels maps with these new arenas?
[/quote]
Correct, there are 2 different maps now. They are both still MGE they just have different arenas.
[quote=Kaneco]
Honestly I don't know who's working on v8 if it's lange, cprice, Jstn but I think that should be your priority right now to release a final version of that, not adding a new map with 2 v 2 arenas. Just yesterday I played on a server with v8, it was cool but still had a lot of edge or stuck bugs, particularly on spire where I noticed most.
[/quote]
The reasoning for dueling_v1 was because I wanted a map that showcased MGE 2.0's new features. Currently training_v8 is full, and no new arenas can be added because of a brush limit in the source engine, so the only way I could have a map with ultiduo/spireking/mutliple bball arenas was to have JSTN make a new map. I understand the confusion of having multiple maps, but because of the brush limit it was the only to do it.
Also V8 is still under active development, JSTN has just been very busy lately, and I've been forcing him to work on dueling_v1 instead of v8, so you can blame me for any bugs not being fixed. I believe hes said multiple times he didn't change anything on spire, but if you want to elaborate more specifically on what/where the bugs are I'm sure that would help him get those fixed.
[quote=Kaneco]
Also, I know you removed the advanced stats but that was actually useful for checking if you're improving or how you're doing with your different weapons and improve on that. Was also good for mge tournaments casts where casters had that information available to them. I'm all for improved performance, just saying it was a good feature.
[/quote]
The removal of advanced stats/accuracy was actually langes request/doing, I may try to find a better way to implement them, but right now unless lange changes his mind they aren't comming back, sorry :/
[quote=Kaneco]
Other than the stats removal and the !top5 command what's new in the mod (and not the maps itself)?
[/quote]
Basically every arena can be played 2v2 or turned into a koth map.
CpriceThe reasoning for dueling_v1 was because I wanted a map that showcased MGE 2.0's new features. Currently training_v8 is full, and no new arenas can be added because of a brush limit in the source engine, so the only way I could have a map with ultiduo/spireking/mutliple bball arenas was to have JSTN make a new map. I understand the confusion of having multiple maps, but because of the brush limit it was the only to do it.
Sounds good, I have no problems with the 2 maps and I have already heard before v8 was full, nothing wrong about that, I think it has enought arenas already, I just think some of them could use a little more polishing, so we could near a final v8 release, most of mge servers in europe are still running v7 because of this.
CpriceAlso V8 is still under active development, JSTN has just been very busy lately, and I've been forcing him to work on dueling_v1 instead of v8, so you can blame me for any bugs not being fixed. I believe hes said multiple times he didn't change anything on spire, but if you want to elaborate more specifically on what/where the bugs are I'm sure that would help him get those fixed.
Honestly it seems to be a bit more buggy than on v7, also, there are also some messed up spawns where you get stuck for a few miliseconds after you respawn.
CpriceThe removal of advanced stats/accuracy was actually langes request/doing, I may try to find a better way to implement them, but right now unless lange changes his mind they aren't comming back, sorry :/
Alright, sounds good. Would be great if it could be implemented without hurting performance that much.
CpriceBasically every arena can be played 2v2 or turned into a koth map.
Even on the v8 map? And how would you choose to do that, is it only the server admin that controls that or the players? or am I getting something wrong and you can only play 2v2 on the new duels map.
Btw, no more 1vs1 bball? I love bball and I think 2v2 is great but 1vs1 was great practice and fun as well.
The reasoning for dueling_v1 was because I wanted a map that showcased MGE 2.0's new features. Currently training_v8 is full, and no new arenas can be added because of a brush limit in the source engine, so the only way I could have a map with ultiduo/spireking/mutliple bball arenas was to have JSTN make a new map. I understand the confusion of having multiple maps, but because of the brush limit it was the only to do it.[/quote]
Sounds good, I have no problems with the 2 maps and I have already heard before v8 was full, nothing wrong about that, I think it has enought arenas already, I just think some of them could use a little more polishing, so we could near a final v8 release, most of mge servers in europe are still running v7 because of this.
[quote=Cprice]
Also V8 is still under active development, JSTN has just been very busy lately, and I've been forcing him to work on dueling_v1 instead of v8, so you can blame me for any bugs not being fixed. I believe hes said multiple times he didn't change anything on spire, but if you want to elaborate more specifically on what/where the bugs are I'm sure that would help him get those fixed.[/quote]
Honestly it seems to be a bit more buggy than on v7, also, there are also some messed up spawns where you get stuck for a few miliseconds after you respawn.
[quote=Cprice]
The removal of advanced stats/accuracy was actually langes request/doing, I may try to find a better way to implement them, but right now unless lange changes his mind they aren't comming back, sorry :/[/quote]
Alright, sounds good. Would be great if it could be implemented without hurting performance that much.
[quote=Cprice]Basically every arena can be played 2v2 or turned into a koth map.[/quote]
Even on the v8 map? And how would you choose to do that, is it only the server admin that controls that or the players? or am I getting something wrong and you can only play 2v2 on the new duels map.
Btw, no more 1vs1 bball? I love bball and I think 2v2 is great but 1vs1 was great practice and fun as well.
It all depends on how you set up your mge_spawns.cfg file. To make any arena a 2v2 arena just set the 4player keyvalue to 1. Currently the only arena that makes any sense to make 2v2 in v8 is bball, so that's the only one that I have set up to be defaulted to 2v2. 1v1 bball still exists, just set 4player to 0 in your mge_spawn configs and the arena will be 1v1.
I'm not sold on the koth mechanic, to be honest. I don't understand the health regen mechanic - it seems arbitrary and slows things down massively. Also, the points take a long time to cap, which makes each round very slow and prone to stalemates.
Given there's two turris arenas could one of them be changed to the midair config, where 5 airshots = 1 frag? There's nothing quite like getting a quint airshot on someone to win a duel.
And thank you for continuing to work on this mod, I appreciate the love put in ♥
Given there's two turris arenas could one of them be changed to the midair config, where 5 airshots = 1 frag? There's nothing quite like getting a quint airshot on someone to win a duel.
And thank you for continuing to work on this mod, I appreciate the love put in ♥
ArcadeI'm not sold on the koth mechanic, to be honest. I don't understand the health regen mechanic - it seems arbitrary and slows things down massively. Also, the points take a long time to cap, which makes each round very slow and prone to stalemates.
Given there's two turris arenas could one of them be changed to the midair config, where 5 airshots = 1 frag? There's nothing quite like getting a quint airshot on someone to win a duel.
And thank you for continuing to work on this mod, I appreciate the love put in ♥
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
Also if you run your own server, you can config the arenas to be midair/no koth if you like with the mge_spawns.cfg file. If you need any help doing that feel free to add me on steam.
Given there's two turris arenas could one of them be changed to the midair config, where 5 airshots = 1 frag? There's nothing quite like getting a quint airshot on someone to win a duel.
And thank you for continuing to work on this mod, I appreciate the love put in ♥[/quote]
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
Also if you run your own server, you can config the arenas to be midair/no koth if you like with the mge_spawns.cfg file. If you need any help doing that feel free to add me on steam.
Still getting an array index error with 2.0.1, though it only happened once today.
L 04/16/2013 - 10:45:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 04/16/2013 - 10:45:35: [SM] Displaying call stack trace for plugin "mgemod.smx":
L 04/16/2013 - 10:45:35: [SM] [0] Line 1886, mgemod.sp::CalcELO()
L 04/16/2013 - 10:45:35: [SM] [1] Line 1645, mgemod.sp::RemoveFromQueue()
L 04/16/2013 - 10:45:35: [SM] [2] Line 541, mgemod.sp::OnClientDisconnect()
L 04/16/2013 - 10:45:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 04/16/2013 - 10:45:35: [SM] Displaying call stack trace for plugin "mgemod.smx":
L 04/16/2013 - 10:45:35: [SM] [0] Line 1886, mgemod.sp::CalcELO()
L 04/16/2013 - 10:45:35: [SM] [1] Line 1645, mgemod.sp::RemoveFromQueue()
L 04/16/2013 - 10:45:35: [SM] [2] Line 541, mgemod.sp::OnClientDisconnect()
Cprice
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
I can see the idea behind health regen, but again on spireking two evenly matched soldiers seem to just stalemate way too often. Maybe it's down to how fast the regen triggers, but when I was testing it earlier I was getting 200 damage out on the other soldier and then suddenly finding that we were both on full health again, which prolonged any fight.
I'm fine with setting my own server to midair for one/both of the turris arenas, I just thought that given there are two of them with identical settings in the default release it may be nice to mix them up slightly.
EDIT: Wow, the formatting on the spawns config is ... intimidating.
EDIT2: Although it comes out nicely on pastebin, so there's that.
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
[/quote]
I can see the idea behind health regen, but again on spireking two evenly matched soldiers seem to just stalemate way too often. Maybe it's down to how fast the regen triggers, but when I was testing it earlier I was getting 200 damage out on the other soldier and then suddenly finding that we were both on full health again, which prolonged any fight.
I'm fine with setting my own server to midair for one/both of the turris arenas, I just thought that given there are two of them with identical settings in the default release it may be nice to mix them up slightly.
EDIT: Wow, the formatting on the spawns config is ... intimidating.
EDIT2: Although it comes out nicely on pastebin, so there's that.
ArcadeCprice
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
I can see the idea behind health regen, but again on spireking two evenly matched soldiers seem to just stalemate way too often. Maybe it's down to how fast the regen triggers, but when I was testing it earlier I was getting 200 damage out on the other soldier and then suddenly finding that we were both on full health again, which prolonged any fight.
I'm fine with setting my own server to midair for one/both of the turris arenas, I just thought that given there are two of them with identical settings in the default release it may be nice to mix them up slightly.
EDIT: Wow, the formatting on the spawns config is ... intimidating.
I had the same experience, just when a fight was about to end we'd get full health back.
The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.
[/quote]
I can see the idea behind health regen, but again on spireking two evenly matched soldiers seem to just stalemate way too often. Maybe it's down to how fast the regen triggers, but when I was testing it earlier I was getting 200 damage out on the other soldier and then suddenly finding that we were both on full health again, which prolonged any fight.
I'm fine with setting my own server to midair for one/both of the turris arenas, I just thought that given there are two of them with identical settings in the default release it may be nice to mix them up slightly.
EDIT: Wow, the formatting on the spawns config is ... intimidating.[/quote]
I had the same experience, just when a fight was about to end we'd get full health back.
I'll also try reducing the regen to 200 hp, instead of 250 on spireking, which will hopefully let people kill others quicker and end stalemates.
I believe I have a fix for that JSTN along with a few other things that will probably get pushed out tonight, although I never touched that method going from 1.0.5 to 2.0.0, which is odd.
Also #63 I believe there are plans to change one of the two turris arenas on v8 into a spireking or ultiduo arena, to get some variety.
I believe I have a fix for that JSTN along with a few other things that will probably get pushed out tonight, although I never touched that method going from 1.0.5 to 2.0.0, which is odd.
Also #63 I believe there are plans to change one of the two turris arenas on v8 into a spireking or ultiduo arena, to get some variety.
Cprice-Paintrain doesn't let you cap at 2x speed, (scouts do) because I haven't been able to find a way to check if a player is using that specific
weapon with sourcemod, anyone knows a way please let me know.
I've never coded anything with sourcemod, but couldn't you just ask the creators of weapon banning plugins, not the type used with built-in whitelists, but where admins can spontaneously ban weapons for some reason or another. Shouldn't that have to know what weapon you have equipped to be able to remove it?
-Paintrain doesn't let you cap at 2x speed, (scouts do) because I haven't been able to find a way to check if a player is using that specific
weapon with sourcemod, anyone knows a way please let me know.[/quote]
I've never coded anything with sourcemod, but couldn't you just ask the creators of weapon banning plugins, not the type used with built-in whitelists, but where admins can spontaneously ban weapons for some reason or another. Shouldn't that have to know what weapon you have equipped to be able to remove it?
I might be sounding stupid now, but how do you set up 2v2 arenas on the MGE 2.0 servers?
open mge_spawns.cfg in the config folder, find the map you want to play on, find the arena you want to make 2v2, and either add or change the line 4player "0" to 4player "1" save the file, re-upload it to your server, change the map and the arena should be in 2v2 mode. By default if you download the plugin off git bball in v8 and ultiduo in dueling are set to 2v2.
Cpriceopen mge_spawns.cfg in the config folder, find the map you want to play on, find the arena you want to make 2v2, and either add or change the line 4player "0" to 4player "1" save the file, re-upload it to your server, change the map and the arena should be in 2v2 mode. By default if you download the plugin off git bball in v8 and ultiduo in dueling are set to 2v2.
Can this only be done by the owner of the server? I might have worded my comment wrong, what I meant was that how could you get into a public mge server that runs mge2.0 and be able to play 2v2 with friends and such.
Can this only be done by the owner of the server? I might have worded my comment wrong, what I meant was that how could you get into a public mge server that runs mge2.0 and be able to play 2v2 with friends and such.
Cprice-You cannot drop the flag in bball, due to the fact it isn't an actual intel, but an ammopack. I may be able to code in a command for this if
enough people want it, but currently there's no way to drop the flag.
I believe I've implemented this and have opened a pull request to merge in the changes.
enough people want it, but currently there's no way to drop the flag.[/quote]
I believe I've implemented this and have opened a pull request to merge in the changes.
TaKoCheeseCpriceopen mge_spawns.cfg in the config folder, find the map you want to play on, find the arena you want to make 2v2, and either add or change the line 4player "0" to 4player "1" save the file, re-upload it to your server, change the map and the arena should be in 2v2 mode. By default if you download the plugin off git bball in v8 and ultiduo in dueling are set to 2v2.Can this only be done by the owner of the server? I might have worded my comment wrong, what I meant was that how could you get into a public mge server that runs mge2.0 and be able to play 2v2 with friends and such.
The server has to be set up to be in 2v2 mode for each arena. There's no way to make an arena change modes right now while the mod is running. This is also one of those things that can be done, but I don't really know of a way to make it easy to use/clear to the users on how it works.
#60 Thanks, went ahead and approved the merge.
2.0.2 is out as well, with the updated command to drop intel and some more bug fixes. Turris and spireking arenas also cap twice as fast as previously, and you spawn/regen to 200 hp instead of 250 to help with stalemates.
Can this only be done by the owner of the server? I might have worded my comment wrong, what I meant was that how could you get into a public mge server that runs mge2.0 and be able to play 2v2 with friends and such.[/quote]
The server has to be set up to be in 2v2 mode for each arena. There's no way to make an arena change modes right now while the mod is running. This is also one of those things that can be done, but I don't really know of a way to make it easy to use/clear to the users on how it works.
#60 Thanks, went ahead and approved the merge.
2.0.2 is out as well, with the updated command to drop intel and some more bug fixes. Turris and spireking arenas also cap twice as fast as previously, and you spawn/regen to 200 hp instead of 250 to help with stalemates.