![]() |
infection mode - Printable Version +- AssaultCube Reloaded Forums (https://acrf.victorz.ca) +-- Forum: Gameplay (https://acrf.victorz.ca/forum-3.html) +--- Forum: Suggestions (https://acrf.victorz.ca/forum-11.html) +--- Thread: infection mode (/thread-944.html) |
infection mode - {KE}bluwarguy - 2013-08-18 i think we should have an infection mode where its like zombies plus convert. it starts with 6-16 players spawning as RVSF, and one zombie bot on CLA. it would then play like a game of convert, only if ur on CLA, you can use only knives/swords RE: infection mode - ruler501 - 2013-08-18 Doesn't zombies work with convert... RE: infection mode - {KE}bluwarguy - 2013-08-18 it does? RE: infection mode - DeltaStrikeOp - 2013-08-18 It does, but its kinda flawed. I wish that you can start off with like, 8-16 zombie bots vs the real players, and slowly convert them. But currently, the bots are evenly distributed RE: infection mode - ruler501 - 2013-08-18 You can change that by turning off auto-team and using the manual team-adjust that was introduced in 2.5.8 RE: infection mode - dm.mossberg590a1 - 2013-08-19 The server constantly forces the bots back to your team it just doesn't work..... RE: infection mode - asmanel - 2013-08-19 In Red Eclipse, a same game mode can have several game mode related mutators. Why not doing the same thing in ACR and implement infection as mutator ? RE: infection mode - ruler501 - 2013-08-19 @dm.mossberg590a1 did you disable auto-team first? |