Shrub, tripwires
Moderators: RTCW Admins, Super Moderators, vB3 - Administrators
7 posts
• Page 1 of 1
- fodder
Shrub, tripwires
Ok, i've just found out the latest shrub, with disguises and stuff is available to us. DOH!! How'd i sleep thru that one? Anyway, i like the idea of the tripwire, but...does anyone know if there's a command line to add server-side, to make it actually do damage??
- fodder
here's the info, pasted from Shrub's readme:
TRIP MINES - new for 3.1
--------------------------------------------------------------------------------
Cvars:
g_tripMines default: 0
g_tripMineLength default: 320 max length of trip mine wire
When g_tripMines is 1, Engineers can plant trip mines through the following
procedure.
* You must be holding your pliers.
* Type /tm or /tripmine. A dynamite pops out. Arm it.
* Walk to a nearby wall/surface, point at it, and use /tm or /tripmine on it.
If you did it correctly, a wire will extend from the dynamite to the "anchor
point" that you specified. Yes, there is a tired, old AYB reference there which
mildly amused some during testing and was probably meant to have been removed
but remains since it's not a big priority right now.
This process also works with "alt", and I highly recommend using "alt" instead
since it works with smoke grenades, grenade packs, and mines too.
g_tripMineLength can be set to 0 to disable the length limitation. This is fun
on maps like Dam and Tram. Setting g_tripMines to 2 will permit teammates to
walk through the wire without setting it off.
The trip mine will deactivate if the Engineer who planted it goes into limbo.
You can also deactivate a trip mine immediately using /tm or /tripmine (or /alt
if holding the pliers).
Helpful hint: tell your players to type "/? tripmines" and instructions will
be sent to their console.
TRIP MINES - new for 3.1
--------------------------------------------------------------------------------
Cvars:
g_tripMines default: 0
g_tripMineLength default: 320 max length of trip mine wire
When g_tripMines is 1, Engineers can plant trip mines through the following
procedure.
* You must be holding your pliers.
* Type /tm or /tripmine. A dynamite pops out. Arm it.
* Walk to a nearby wall/surface, point at it, and use /tm or /tripmine on it.
If you did it correctly, a wire will extend from the dynamite to the "anchor
point" that you specified. Yes, there is a tired, old AYB reference there which
mildly amused some during testing and was probably meant to have been removed
but remains since it's not a big priority right now.
This process also works with "alt", and I highly recommend using "alt" instead
since it works with smoke grenades, grenade packs, and mines too.
g_tripMineLength can be set to 0 to disable the length limitation. This is fun
on maps like Dam and Tram. Setting g_tripMines to 2 will permit teammates to
walk through the wire without setting it off.
The trip mine will deactivate if the Engineer who planted it goes into limbo.
You can also deactivate a trip mine immediately using /tm or /tripmine (or /alt
if holding the pliers).
Helpful hint: tell your players to type "/? tripmines" and instructions will
be sent to their console.
7 posts
• Page 1 of 1
Return to Return To Castle Wolfenstein
Who is online
Users browsing this forum: No registered users and 24 guests