Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 231835 times)

When you finish this pack, I think it will be a lot better than T+T.


gais kan has progress 4 u kidos





Mortars and Explosives would be gud

Dont forget about granades (standard/smoke, etc...)

Plz fix icons spaming errors on startup danky.

So I got all excited with my idea for a TDM. I was gonna make a T+T vs. H&K. In fact I DID make it. Then when I went to do final testing, I hit the problem of ammo on H&K guns going negative. Turns out it's because it conflicts with T+T. Is there any way to fix this? I put a lot of time into that TDM. :(

EDIT: Posted a thread asking about this. Got a response. Am now depressed. Please fix this A.S.A.P.  :panda:
« Last Edit: February 18, 2013, 01:57:15 PM by KOODABALICIOUS »

i can't think of any motivation to fix a bug that no one else has a problem with for one guy
there's really no reason to run them next to each other, and frankly i doubt the resulting datablock rape would even let you run them alongside one another anyway

get ready for update...

>3 months later
>.44 magnum edit

:-[

>3 months later
>.44 magnum edit

:-[
everytime i try to keep stealth u guys wont let kane
it's taking time to update because my scripters are lazy fuks and hells is dead








it's still alive, but dead at the same time :(

Also, HellsHero is working on a new base.

The weapon's amount might be reduced, and you guys might have to suggest new weapons if you want to increase it.