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Author Topic: g_enableJolly  (Read 4896 times)
fromhell
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GET A LIFE!
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Cakes 31
Posts: 14471



WWW
« on: December 24, 2015, 10:45:59 am »

bg
g_enableJolly 0/1

maps can set this automatically by enableJolly key


cgame:

parse models/player/name/hat.cfg for 3  vectors:
origin
rotation
scale

to place models/hats/xmas_red.md3 / models/hats/xmas_blue.md3.


harvester:
bases become xmas trees

skulls become presents

presents spawn out of sack


overload
cores become snowmen


capture the flag
?

one flag
?

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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Gig
In the year 3000
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Cakes 48
Posts: 4198


WWW
« Reply #1 on: December 24, 2015, 11:36:12 am »

LOL!

... and different values for the cvar/worldspawn key (e.g. 1, 2, 3) may switch to other themes (xmas, halloween, summer... capture the sun umbrella!)...
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
Neon_Knight
In the year 3000
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Cakes 49
Posts: 3653


Trickster God.


« Reply #2 on: December 24, 2015, 03:44:04 pm »

I would have preferred thematic content packs.
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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