Is a shame that the console versions don't have a proper screen-cap tool though...
lol @ screen cap feature with no way to view, a lot of strange things with bad company 2 yes. The game just so bad that we put up with its shortcomings.Arc, you were 100% correct about the VSS. Now THAT is a sniper rifle. The m95 looks pretty but nothing beats the rapid fire, low recoil hotness of the VSS for a run and gun aficionado like myself.Capitan, wtmc @ you on level 28. Like you ain't sleep.
AH BLAME ALYUH!!!!i caved in and bought it today :phatta go to school tonite, but as soon as i get back i jumpin on :palyuh mind showin meh d ropes?steam id: Doomtack
Nice...more men to full up the server man. Just make sure and add the 'GATT' server to your favourites in the server browser.Do a search for 'GATT' (case sensitive) and you'll find it.
those heli runs had men rage quitting galore. loladvantageous
* admin.say command implemented - the output currently looks a bit funky on the game client, like so: Player: [Server]: <text> but with the next game client it will look like: Server: <text> * admin.yell to squad has changed (you need to specify both team and squad) * squad numbering has changed – the “no squad” squad has ID 0, and real squads are 1 and up. * Autobalance improved, it shuffles people both during and between rounds now, and does a better job. * mapList* commands reworked * banList* commands reworked * listPlayers command added * admin.listPlayers command reworked (GUID, kills, deaths, ping and score added) * Players have non-PB GUIDs now (these are distinct from PB GUIDs) * onChat event reworked - now it specifies target player subset as well - shows text before profanity filtering - client-originated chat messages starting with “/” make it to the server, and broadcast via onChat, but are not broadcast to other game clients - use “/!<command>” if you want to be able to send commands to your homemade rcon tools without showing the commands to other players * player.onAuthenticated added * player.onSquadChange, player.onTeamChange implemented * Couple of crash fixes * Support for “region” setting * banList.save bugfixed * mapList.nextLevelIndex is always pointing out which map will be run during the next round (so during round 1 on a 2-round map, the nextLevelIndex will point to the map currently being played) * exposed number of rounds per maps in maplist.txt, and via the remote admin commandsExample maplist: RUSH levels/mp_012gr # runs with default number of rounds for the map levels/mp_012gr 0 # runs with default number of rounds for the map levels/mp_012gr 1 # run 1 round levels/mp_012gr 2 # run 2 rounds levels/mp_012gr 3 # run 3 roundsExample console commands: mapList.append levels/mp_012gr # add map with default number of rounds mapList.append levels/mp_012gr 0 # add map with default number of rounds mapList.append levels/mp_012gr 1 # add map with 3 rounds mapList.append levels/mp_012gr 2 # add map with 3 rounds mapList.append levels/mp_012gr 3 # add map with 3 rounds mapList.list # get maplist -> OK “levels/mp_012gr” “levels/mp_012gr” “levels/mp_012gr” mapList.list magic_extra_argument_which_will_be_named_in_an_hou r_or_so # get maplist, including number of rounds -> OK “levels/mp_012gr” “0” “levels/mp_012gr” “3” “levels/mp_012gr” “0” # get pairs of <mapname, number of rounds> where 0 = default for that gamemode serverInfo -> OK <stuff that is shown already today> “2” # After the current round finishes, there are 2 rounds left to play on the current map
Will update roster accordingly if notnice don't beat me to it first.