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lt.melvin

"Who The Hell Are You?"

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9th March 2003

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#1 15 years ago

i have a shurb sever.I do not know how to turn on mines when ever i do /mine (inconsole)it says mines disabled globley.P.S.:plaz come and play it open monday - thursday closed. friday-sunday open from 10:00am-10:00pm hawaii time:deal: :rock: :mad: :naughty:




wimpy

The Internet ends at GF

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1st June 2002

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#2 15 years ago

From the read-me:

PROXIMITY MINES - new for 2.07 -------------------------------------------------------------------------------- Cvars: g_mines default: 0 enable/disable proximity mines g_mineActivate default: 3 seconds before an armed mine activates g_mineAutoDisarm default: 1 disarm mine when player limbos g_mineShootable default: 0 whether mine can be shot at or not g_mineHints default: 1 enable/disable mine hints g_outdoorMines default: 0 enable/disable outdoor-only mines

Commands (client-side): mine, usemine

When g_mines is on (1), engineers can plant proximity mines in the same manner that they plant dynamite. In order to set their next dynamite to become a mine, engineers must issue the command /mine or /usemine (it is recommended that these commands be bound to a key). They will receive confirmation on their screen that mines are enabled, and they can switch back to dynamite if they change their mind by issuing the command again.

After planting a mine, they have g_mineActivate seconds to move away from the mine before it activates. When the mine is activated, it strobes red and is easily distinguishable from regular dynamite. When a player enters the red light radius and has sufficient line-of-sight with the mine, the mine will detonate.

Mines can be destroyed using 2-3 grenades or other explosives. By default, mines can only take damage from explosives, but if g_mineShootable is on (1), mines can take damage from other weapons. It is recommended that g_mineShootable remain at its default.

Engineers are limited to one mine at a time. By default, their mine will deactivate and sink into the ground if they die and enter limbo. If you prefer to have the mine persist across multiple respawns, set g_mineAutoDisarm to 0.

New for 3.0: When g_mines is 2, only enemies can trigger mines.

When a user has dynamic lights on, he can see that axis mines are yellow and allied mines are violet.

g_mineHints 1 will enable notifications when one is near a friendly mine, with text depending on the status of g_mines.

Clients can also use the command "alt" while holding dynamite to enable/disable a mine. Suggestion: bind your weapalt key (for the mauser) to "weapalt; alt".

Setting g_outdoorMines to 1 will permit mines to only be planted outside.




lt.melvin

"Who The Hell Are You?"

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9th March 2003

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#3 15 years ago

hey wimpy can you e mail meit all so confusing[EMAIL]melvin09@hawaii.rr.com[/EMAIL]:confused: :confused: :confused: :confused:




lt.melvin

"Who The Hell Are You?"

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9th March 2003

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#4 15 years ago

hey wimpy can you just tell me how tio turn it on?:rock: on people:rock: on :cya: :cya: :cya:




wimpy

The Internet ends at GF

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1st June 2002

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#5 15 years ago

Cvars are settings that turn things on and off. g_mines 0 is off g_mines 1 is on and can be triggered (set off) by anyone g_mines 2 is on and can only be triggered by the enemy