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  1. #16
    TheSaboteur's Avatar
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    great work!!!



    Bring a Ding Ding Baby!

  2. #17
    Erige's Avatar
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    so this is basically a default coding for each one of those .gsc files?

  3. #18
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    Quote Originally Posted by Erige View Post
    so this is basically a default coding for each one of those .gsc files?
    Basically....
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  4. #19
    AZUMIKKEL's Avatar
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    Wonder if anyone's got a backup of _autosentry.gsc ?
    www.YouTube.com/MpKiller100

  5. #20
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    Is it possible to change the flag coordinates on capture the flag?
    Last edited by jeroentaets; 11-11-2010 at 03:17 AM.

  6. #21
    master131's Avatar
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    Quote Originally Posted by AZUMIKKEL View Post
    Wonder if anyone's got a backup of _autosentry.gsc ?
    I wanted to keep this a secret but since Black Ops is in I'd guess I'll share it with people:
    Code:
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    #include common_scripts\utility;
    
    SENTRY_MODE_ON			= "sentry";
    SENTRY_MODE_OFF			= "sentry_offline";
    SENTRY_TIME_OUT			= 90.0;
    SENTRY_SPINUP_TIME		= .05;
    SENTRY_OVERHEAT_TIME	= 8.0;
    SENTRY_FX_TIME			= .3;
    
    init()
    {
    	level.sentryType = [];
    	level.sentryType[ "sentry_minigun" ] 	= "sentry";
    	
    	level.killStreakFuncs[ level.sentryType[ "sentry_minigun" ] ] 	= ::tryUseAutoSentry;
    	
    	level.sentrySettings = [];
    	
    	level.sentrySettings[ "sentry_minigun" ] = spawnStruct();
    	level.sentrySettings[ "sentry_minigun" ].burstMin = 20;
    	level.sentrySettings[ "sentry_minigun" ].burstMax = 120;
    	level.sentrySettings[ "sentry_minigun" ].pauseMin = 0.15;
    	level.sentrySettings[ "sentry_minigun" ].pauseMax = 0.35;
    	level.sentrySettings[ "sentry_minigun" ].weaponInfo = "sentry_minigun_mp";
    	level.sentrySettings[ "sentry_minigun" ].modelBase = "sentry_minigun";
    	level.sentrySettings[ "sentry_minigun" ].modelPlacement = "sentry_minigun_obj";
    	level.sentrySettings[ "sentry_minigun" ].modelPlacementFailed = "sentry_minigun_obj_red";
    	level.sentrySettings[ "sentry_minigun" ].modelDestroyed = "sentry_minigun_destroyed";
    
    	foreach ( sentryInfo in level.sentrySettings )
    	{
    		precacheItem( sentryInfo.weaponInfo );
    		precacheModel( sentryInfo.modelBase );		
    		precacheModel( sentryInfo.modelPlacement );		
    		precacheModel( sentryInfo.modelPlacementFailed );		
    		precacheModel( sentryInfo.modelDestroyed );		
    	}
    
    	level._effect[ "sentry_overheat_mp" ]	= loadfx( "smoke/sentry_turret_overheat_smoke" );
    	level._effect[ "sentry_explode_mp" ]	= loadfx( "explosions/sentry_gun_explosion" );
    	level._effect[ "sentry_smoke_mp" ]		= loadfx( "smoke/car_damage_blacksmoke" );
    }
    
    /* ============================
    	Killstreak Functions
       ============================ */
    
    tryUseAutoSentry( lifeId )
    {
    	result = self giveSentry( "sentry_minigun" );
    	if ( result )
    		self maps\mp\_matchdata::logKillstreakEvent( "sentry", self.origin );
    	
    	return ( result );
    }
    
    
    tryUseAutoGlSentry( lifeId )
    {
    	result = self giveSentry( "sentry_gun" );
    	if ( result )
    		self maps\mp\_matchdata::logKillstreakEvent( "sentry_gl", self.origin );
    		
    	return ( result );
    }
    
    
    giveSentry( sentryType )
    {
    	self.last_sentry = sentryType;
    
    	sentryGun = createSentryForPlayer( sentryType, self );
    	
    	self setCarryingSentry( sentryGun, true );
    	
    	// if we failed to place the sentry, it will have been deleted at this point
    	if ( isDefined( sentryGun ) )
    		return true;
    	else
    		return false;
    }
    
    
    /* ============================
    	Player Functions
       ============================ */
    
    
    setCarryingSentry( sentryGun, allowCancel )
    {
    	self endon ( "death" );
    	self endon ( "disconnect" );
    	
    	assert( isReallyAlive( self ) );
    	
    	sentryGun sentry_setCarried( self );
    	
    	self _disableWeapon();
    
    	self notifyOnPlayerCommand( "place_sentry", "+attack" );
    	self notifyOnPlayerCommand( "cancel_sentry", "+actionslot 4" );
    	
    	for ( ;; )
    	{
    		result = waittill_any_return( "place_sentry", "cancel_sentry" );
    
    		if ( result == "cancel_sentry" )
    		{
    			if ( !allowCancel )
    				continue;
    				
    			sentryGun sentry_setCancelled();
    			self _enableWeapon();
    			return false;
    		}
    
    		if ( !sentryGun.canBePlaced )
    			continue;
    			
    		sentryGun sentry_setPlaced();
    		self _enableWeapon();
    
    		return true;
    	}
    }
    
    
    /* ============================
    	Sentry Functions
       ============================ */
    
    createSentryForPlayer( sentryType, owner )
    {
    	assertEx( isDefined( owner ), "createSentryForPlayer() called without owner specified" );
    
    	sentryGun = spawnTurret( "misc_turret", owner.origin, level.sentrySettings[ sentryType ].weaponInfo );
    	sentryGun.angles = owner.angles;
    	
    	sentryGun sentry_initSentry( sentryType, owner );
    	
    	return ( sentryGun );	
    }
    
    
    sentry_initSentry( sentryType, owner )
    {
    	self.sentryType = sentryType;
    
    	self setModel( level.sentrySettings[ self.sentryType ].modelBase );
    	self.health = 1000;
    	
    	self setCanDamage( true );
    	self makeTurretInoperable();
    	
    	self setTurretModeChangeWait( true );
    //	self setConvergenceTime( .25, "pitch" );
    //	self setConvergenceTime( .25, "yaw" );
    	self sentry_setInactive();
    	self setDefaultDropPitch( -89.0 );	// setting this mainly prevents Turret_RestoreDefaultDropPitch() from running
    	
    	self sentry_setOwner( owner );
    	self thread sentry_handleOwner();
    	self thread sentry_handleDamage();
    	self thread sentry_handleDeath();
    	self thread sentry_handleUse();
    	self thread sentry_timeOut();
    	self thread sentry_attackTargets();
    	self thread sentry_beepSounds();
    }
    
    
    /* ============================
    	Sentry Handlers
       ============================ */
    
    sentry_handleDamage()
    {
    	// use a health buffer to prevent the turret from dying to friendly fire
    	healthBuffer = 20000;
    	self.health += healthbuffer;
    
    	while ( self.health > 0 )
    	{
    		self waittill( "damage", amount, attacker, dir, point, type );
    		
    		if ( isDefined( attacker ) && isPlayer( attacker ) && attacker != self.owner && attacker isFriendlyToSentry( self ) && !isDefined( level.nukeDetonated ) )
    		{
    			self.health += amount;
    			continue;
    		}
    
    		// 7x damage for explosives - GRENADES
    		if ( isExplosiveDamage( type ) )
    			self.health -= (amount * 1);
    			
    		if ( type == "MOD_MELEE" )
    			self.health = 0;
    
    		if ( isPlayer( attacker ) )
    		{
    			attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "sentry" );
    
    			if ( attacker _hasPerk( "specialty_armorpiercing" ) )
    			{
    				damageAdd = amount*level.armorPiercingMod;
    				self.health -= int(damageAdd);
    			}			
    		}
    		
    		if ( self.health - healthbuffer < 0 )
    		{
    			thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, attacker, amount, type );
    
    			if ( isPlayer( attacker ) && (!isDefined(self.owner) || attacker != self.owner) )
    			{
    				attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 100 );				
    				attacker notify( "destroyed_killstreak" );
    			}
    		
    			if ( isDefined( self.owner ) )
    				self.owner thread leaderDialogOnPlayer( "sentry_destroyed" );
    		
    			self notify ( "death" );
    			return;
    		}
    	}
    }
    
    sentry_handleDeath()
    {
    	entNum = self GetEntityNumber();
    	
    	self addToTurretList( entNum );
    	
    	self waittill ( "death" );
    
    	self removeFromTurretList( entNum );
    	// this handles cases of deletion
    	if ( !isDefined( self ) )
    		return;
    		
    	self setModel( level.sentrySettings[ self.sentryType ].modelDestroyed );
    
    	self sentry_setInactive();
    	self setDefaultDropPitch( 40 );
    	self SetSentryOwner( undefined );
    	self SetTurretMinimapVisible( false );
    
    	self playSound( "sentry_explode" );
    	playFxOnTag( getFx( "sentry_explode_mp" ), self, "tag_aim" );
    
    	// don't try to delete ourselves if we're deleted by other means
    	self endon ( "death" );
    
    	wait ( 1.5 );
    	
    	self playSound( "sentry_explode_smoke" );
    	for ( smokeTime = 8; smokeTime > 0; smokeTime -= 0.4 )
    	{
    		playFxOnTag( getFx( "sentry_smoke_mp" ), self, "tag_aim" );
    		wait ( 0.4 );
    	}
    
    	self delete();
    }
    
    
    sentry_handleUse()
    {
    	self endon ( "death" );
    	level endon ( "game_ended" );
    	
    	for ( ;; )
    	{
    		self waittill ( "trigger", player );
    		
    		assert( player == self.owner );
    		assert( !isDefined( self.carriedBy ) );
    
    		if ( !isReallyAlive( player ) )
    			continue;
    		
    		player setCarryingSentry( self, false );
    	}
    }
    
    
    sentry_handleOwner()
    {
    	self endon ( "death" );
    	level endon ( "game_ended" );
    	
    	self notify ( "sentry_handleOwner" );
    	self endon ( "sentry_handleOwner" );
    	
    	self.owner waittill_any( "disconnect", "joined_team", "joined_spectators" );
    
    	self notify( "death" );
    }
    
    
    /* ============================
    	Sentry Utility Functions
       ============================ */
    
    sentry_setOwner( owner )
    {
    	assertEx( isDefined( owner ), "sentry_setOwner() called without owner specified" );
    	assertEx( isPlayer( owner ), "sentry_setOwner() called on non-player entity type: " + owner.classname );
    
    	self.owner = owner;
    
    	self SetSentryOwner( self.owner );
    	self SetTurretMinimapVisible( true );
    	
    	if ( level.teamBased )
    	{
    		self.team = self.owner.team;
    		self setTurretTeam( self.team );
    	}
    	
    	self thread sentry_handleOwner();
    }
    
    
    sentry_setPlaced()
    {
    	self setModel( level.sentrySettings[ self.sentryType ].modelBase );
    
    	self setSentryCarried( false );
    	self setCanDamage( true );
    	self sentry_makeSolid();
    
    	self.carriedBy forceUseHintOff();
    	self.carriedBy = undefined;
    
    	self sentry_setActive();
    
    	self playSound( "sentry_gun_plant" );
    
    	self notify ( "placed" );
    }
    
    
    sentry_setCancelled()
    {
    	self.carriedBy forceUseHintOff();
    
    	self delete();
    }
    
    
    sentry_setCarried( carrier )
    {
    	assert( isPlayer( carrier ) );
    	assertEx( carrier == self.owner, "sentry_setCarried() specified carrier does not own this sentry" );
    
    	self setModel( level.sentrySettings[ self.sentryType ].modelPlacement );
    
    	self setSentryCarried( true );
    	self setCanDamage( false );
    	self sentry_makeNotSolid();
    
    	self.carriedBy = carrier;
    	
    	carrier thread updateSentryPlacement( self );
    	
    	self thread sentry_onCarrierDeath( carrier );
    	self thread sentry_onCarrierDisconnect( carrier );
    	self thread sentry_onGameEnded();
    
    	self sentry_setInactive();
    	
    	self notify ( "carried" );
    }
    
    updateSentryPlacement( sentryGun )
    {
    	self endon ( "death" );
    	self endon ( "disconnect" );
    	level endon ( "game_ended" );
    	
    	sentryGun endon ( "placed" );
    	sentryGun endon ( "death" );
    	
    	sentryGun.canBePlaced = true;
    	lastCanPlaceSentry = -1; // force initial update
    
    	for( ;; )
    	{
    		placement = self canPlayerPlaceSentry();
    
    		sentryGun.origin = placement[ "origin" ];
    		sentryGun.angles = placement[ "angles" ];
    		sentryGun.canBePlaced = self isOnGround() && placement[ "result" ];
    	
    		if ( sentryGun.canBePlaced != lastCanPlaceSentry )
    		{
    			if ( sentryGun.canBePlaced )
    			{
    				sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacement );
    				self ForceUseHintOn( &"SENTRY_PLACE" );
    			}
    			else
    			{
    				sentryGun setModel( level.sentrySettings[ sentryGun.sentryType ].modelPlacementFailed );
    				self ForceUseHintOn( &"SENTRY_CANNOT_PLACE" );
    			}
    		}
    		
    		lastCanPlaceSentry = sentryGun.canBePlaced;		
    		wait ( 0.05 );
    	}
    }
    
    sentry_onCarrierDeath( carrier )
    {
    	self endon ( "placed" );
    	self endon ( "death" );
    
    	carrier waittill ( "death" );
    	
    	if ( self.canBePlaced )
    		self sentry_setPlaced();
    	else
    		self delete();
    }
    
    
    sentry_onCarrierDisconnect( carrier )
    {
    	self endon ( "placed" );
    	self endon ( "death" );
    
    	carrier waittill ( "disconnect" );
    	
    	self delete();
    }
    
    sentry_onGameEnded( carrier )
    {
    	self endon ( "placed" );
    	self endon ( "death" );
    
    	level waittill ( "game_ended" );
    	
    	self delete();
    }
    
    
    sentry_setActive()
    {
    	self setMode( SENTRY_MODE_ON );
    
    	self setCursorHint( "HINT_NOICON" );
    	self setHintString( &"SENTRY_PICKUP" );
    
    	self makeUsable();
    
    	foreach ( player in level.players )
    	{
    		if ( player == self.owner )
    			self enablePlayerUse( player );
    		else
    			self disablePlayerUse( player );	
    	}	
    
    	if ( level.teamBased )
    		self maps\mp\_entityheadicons::setTeamHeadIcon( self.team, (0,0,65) );
    	else
    		self maps\mp\_entityheadicons::setPlayerHeadIcon( self.owner, (0,0,65) );
    }
    
    
    sentry_setInactive()
    {
    	self setMode( SENTRY_MODE_OFF );
    	self makeUnusable();
    
    	if ( level.teamBased )
    		self maps\mp\_entityheadicons::setTeamHeadIcon( "none", ( 0, 0, 0 ) );
    	else if ( isDefined( self.owner ) )
    		self maps\mp\_entityheadicons::setPlayerHeadIcon( undefined, ( 0, 0, 0 ) );
    }
    
    
    sentry_makeSolid()
    {
    	self makeTurretSolid();
    }
    
    
    sentry_makeNotSolid()
    {
    	self setContents( 0 );
    }
    
    
    isFriendlyToSentry( sentryGun )
    {
    	if ( level.teamBased && self.team == sentryGun.team )
    		return true;
    		
    	return false;
    }
    
    
    addToTurretList( entNum )
    {
    	level.turrets[entNum] = self;	
    }
    
    
    removeFromTurretList( entNum )
    {
    	level.turrets[entNum] = undefined;
    }
    
    /* ============================
    	Sentry Logic Functions
       ============================ */
    
    sentry_attackTargets()
    {
    	self endon( "death" );
    	level endon( "game_ended" );
    
    	self.momentum = 0;
    	self.heatLevel = 0;
    	self.overheated = false;
    	
    	self thread sentry_heatMonitor();
    	
    	for ( ;; )
    	{
    		self waittill_either( "turretstatechange", "cooled" );
    
    		if ( self isFiringTurret() )
    		{
    			self thread sentry_burstFireStart();
    		}
    		else
    		{
    			self sentry_spinDown();
    			self thread sentry_burstFireStop();
    		}
    	}
    }
    
    
    sentry_timeOut()
    {
    	self endon( "death" );
    	level endon ( "game_ended" );
    	
    	lifeSpan = SENTRY_TIME_OUT;
    	
    	while ( lifeSpan )
    	{
    		wait ( 1.0 );
    		maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
    		
    		if ( !isDefined( self.carriedBy ) )
    			lifeSpan = max( 0, lifeSpan - 1.0 );
    	}
    	
    	if ( isDefined( self.owner ) )
    		self.owner thread leaderDialogOnPlayer( "sentry_gone" );
    	
    	self notify ( "death" );
    }
    
    sentry_targetLockSound()
    {
    	self endon ( "death" );
    	
    	self playSound( "sentry_gun_beep" );
    	wait ( 0.1 );
    	self playSound( "sentry_gun_beep" );
    	wait ( 0.1 );
    	self playSound( "sentry_gun_beep" );
    }
    
    sentry_spinUp()
    {
    	self thread sentry_targetLockSound();
    	
    	while ( self.momentum < SENTRY_SPINUP_TIME )
    	{
    		self.momentum += 0.1;
    		
    		wait ( 0.1 );
    	}
    }
    
    sentry_spinDown()
    {
    	self.momentum = 0;
    }
    
    
    sentry_burstFireStart()
    {
    	self endon( "death" );
    	self endon( "stop_shooting" );
    
    	level endon( "game_ended" );
    
    	self sentry_spinUp();
    
    	fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo );
    	minShots = level.sentrySettings[ self.sentryType ].burstMin;
    	maxShots = level.sentrySettings[ self.sentryType ].burstMax;
    	minPause = level.sentrySettings[ self.sentryType ].pauseMin;
    	maxPause = level.sentrySettings[ self.sentryType ].pauseMax;
    
    	for ( ;; )
    	{		
    		numShots = randomIntRange( minShots, maxShots + 1 );
    		
    		for ( i = 0; i < numShots && !self.overheated; i++ )
    		{
    			self shootTurret();
    			self.heatLevel += fireTime;
    			wait ( fireTime );
    		}
    		
    		wait ( randomFloatRange( minPause, maxPause ) );
    	}
    }
    
    
    sentry_burstFireStop()
    {
    	self notify( "stop_shooting" );
    }
    
    
    sentry_heatMonitor()
    {
    	self endon ( "death" );
    
    	fireTime = weaponFireTime( level.sentrySettings[ self.sentryType ].weaponInfo );
    
    	lastHeatLevel = 0;
    	lastFxTime = 0;
    
    	for ( ;; )
    	{
    		if ( self.heatLevel != lastHeatLevel )
    			wait ( fireTime );
    		else
    			self.heatLevel = max( 0, self.heatLevel - 0.05 );
    
    		if ( self.heatLevel > SENTRY_OVERHEAT_TIME )
    		{
    			self.overheated = true;
    			self thread PlayHeatFX();
    			
    			while ( self.heatLevel )
    			{
    				self.heatLevel = max( 0, self.heatLevel - 0.1 );	
    				wait ( 0.1 );
    			}
    
    			self.overheated = false;
    			self notify( "not_overheated" );
    		}
    
    		lastHeatLevel = self.heatLevel;
    		wait ( 0.05 );
    	}
    }
    
    playHeatFX()
    {
    	self endon( "death" );
    	self endon( "not_overheated" );
    	level endon ( "game_ended" );
    	
    	for( ;; )
    	{
    		playFxOnTag( getFx( "sentry_overheat_mp" ), self, "tag_flash" );
    	
    		wait( SENTRY_FX_TIME );
    	}
    }
    
    sentry_beepSounds()
    {
    	self endon( "death" );
    	level endon ( "game_ended" );
    
    	for ( ;; )
    	{
    		wait ( 3.0 );
    
    		if ( !isDefined( self.carriedBy ) )
    			self playSound( "sentry_gun_beep" );
    	}
    }
    Quote Originally Posted by jeroentaets View Post
    Is it possible to change the flag coordinates on capture the flag?
    Do not bump topics from long ago...
    Donate:
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    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

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  7. The Following User Says Thank You to master131 For This Useful Post:

    Boon Pek (11-12-2010)

  8. #22
    ShAdOwEr1210's Avatar
    Join Date
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    Gender
    male
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    is it 4 ps3?

  9. #23
    GoDZeN's Avatar
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    Thanks for the _autosentry.gsc

  10. #24
    Snipmen's Avatar
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    tanks i really needed those

  11. #25
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    _autosentry has a broken link

  12. #26
    Jorndel's Avatar
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    Quote Originally Posted by Metro-Police123 View Post
    _autosentry has a broken link
    Yes it have.
    But I don't think any use it so...

    well:

    @master131
    Would you mind add the missing link?

    Thanks if you do.
    (I just called you since its your post )

     
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  13. #27
    master131's Avatar
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    Did you even check the second page?

    https://www.mpgh.net/forum/323-call-d...ml#post3084059
    Donate:
    BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9


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    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

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  14. The Following User Says Thank You to master131 For This Useful Post:

    Jorndel (06-18-2011)

  15. #28
    apache-wd-forum's Avatar
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    How can I use the _tank.gsc file? Playing with alteriw. Please help me. I have this in my Folder maps/mp/killstreaks It does not work. I must change the file _rank.gsc what?

    onPlayerSpawned()?

    Thank you.

    Best regards from Germany
    Dietmar
    Last edited by apache-wd-forum; 06-21-2011 at 06:24 PM.

  16. #29
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    Quote Originally Posted by apache-wd-forum View Post
    How can I use the _tank.gsc file? Playing with alteriw. Please help me. I have this in my Folder maps/mp/killstreaks It does not work. I must change the file _rank.gsc what?

    onPlayerSpawned()?

    Thank you.

    Best regards from Germany
    Dietmar
    ...

    It was a code which Infinity Ward never used.

  17. #30
    TechnoX's Avatar
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    Quote Originally Posted by apache-wd-forum View Post
    How can I use the _tank.gsc file? Playing with alteriw. Please help me. I have this in my Folder maps/mp/killstreaks It does not work. I must change the file _rank.gsc what?

    onPlayerSpawned()?

    Thank you.

    Best regards from Germany
    Dietmar
    Its missing textures and lots of other things, so you can't use it.
    I have big mess.

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