Counter-Strike 2
CSGO:FLF - AZTech
Показване на 1 — 9 от 9 постъпления
Обновление: 11 окт. 2021 в 18:30

Updated playermodel switcher to utilize Vscripts

Обновление: 6 септ. 2021 в 14:08

-Updated modelprecache numbers for playermodels

Обновление: 10 дек. 2020 в 7:38

v7
FLF:
-Updated the CT recon model to not violate Valve TOS
-moved all .cfg commands to a point_servercommand
-Updated model precache numbers to fix player models

Обновление: 7 септ. 2019 в 18:50

v6
ALL FLF:
-Spread out some HUD elements to make them readable on certain resolutions
-Added a point indicator (+1, +2, +3, +4 depending on how the round played out) to ATTACKERS/DEFENDERS WIN notice in primary objective area

flf_aztech
-Removed bomb target entities so players should no longer spawn with bombs in their inventory

Обновление: 29 авг. 2019 в 7:14

-Fixed player model swapping when choosing classes (fixed model precache number)

Обновление: 16 дек. 2018 в 14:49

v5
ALL FLF:
Config (.cfg) Changes:
-sv_grassburn 1
-sv_health_approach_enabled 1
-sv_hegrenade_damage_multiplier 3
-sv_hegrenade_radius_multiplier 1.25
-ammo_item_limit_healthshot 3
-molotov_throw_detonate_time 7
-mp_autokick 0
-mp_solid_teammates 2
-mp_force_assign_teams 0
-mp_force_pick_time 0
-mp_molotovusedelay 0
-healthshot_healthboost_time 5 (This changed their behavior: Healthshots will now work like the do in Danger Zone; instead of the instant 50 they used to give, they now give it over 5 seconds...while this means it takes longer to deploy, you also can pop it before you take any damage if you know when you peek out you will be hit and it will heal you at 1hp per 0.1secs as long as it's in the 5 second window)
Added missing healthshot to Dope
Swapped Dope's flashbangs for a breach charge
Swapped one of Mag's frag grenades for a breach charge
Swapped one of Spam's frag grenades for a breach charge

AZTECH SPECIFIC:
fixed an errant labelling of capture progress for Dirty bomb point
fixed some errant clips in spawns
added a bullet block in attackers teleport-to area to prevent random spam from the gate side hitting them

Обновление: 28 окт. 2018 в 11:42

v4
fixed access to p90 "rush" loadout in both spawns
did a basic decoration of both spawns

Обновление: 23 окт. 2018 в 12:10

v3
All FLF:
Raised cfg ammo_grenade_limit_default 2 to 3
Raised cfg ammo_grenade_limit_total 6 to 10
Added new class: SPAM (Support: Bizon, 5-7, knife, 3x Frag, 2x Molly, 3x decoy, 2x healtshot)
Rebalance of most classes:
-auto snipers now have tasers instead of knives to force slowest overall moving loadouts in the game
-took away healthshots and decoys from the auto-snipers
-Swapped STOP and TAT's (awp and scar) sidearms (glock and usp-s) to put glock on auto-sniper
-Gave STOP (awp) a decoy, and swapped loadout taser for a knife
-besides mentioned above, added utility to the following:
Scout-> +healthshot
Hunter-> +sensor, +2x Decoy
Doc-> +flash, +knife
Hush-> +flash
Numbers-> +2x decoys
Pro-> +frag +flash +taser
Flank-> +frag
Dope-> +molotov
Rush-> +2 frag
Ninja-> +sensor, +knife
Shark-> +sensor, +frag, +knife, +healthshot
Vanilla-> +frag, +smoke
Snopes-> +sensor
Terror-> +frag, +flash, +decoy
Yawn-> +frag
Burns-> +incendiary (removed knife for taser to keep him a little slower [and a taser burns and a knife doesn't])
Hugs-> +molly
Mag-> +smoke
Hold-> +decoy

Aztech Specific:
Fixed Clip block Scout spawns
Adjusted all Spawns to account for new class
Changed floor in spawns
Added "Initial Defense" helpers
hopefully fixed Beware helpers
Fixed the direction of a softbarrier near D spawn

Обновление: 20 окт. 2018 в 13:51