Poll

What should the Military Sniper's new name be?

the Magnified Rifle
16 (10.8%)
the Long Range Rifle
6 (4.1%)
the Marksman Rifle
46 (31.1%)
the Range Rifle
6 (4.1%)
the Sniper Rifle
5 (3.4%)
the Scoped Rifle
7 (4.7%)
keep it as the Military Sniper
62 (41.9%)

Total Members Voted: 147

Author Topic: Tier+Tactical 2.1 • UPDATE 9/23/2012  (Read 803818 times)

i have a problem i cant grab ammo in minigames
You should use your brain for about 5 sec and you would post that many people have the same problem.
Get full inventory to pick up ammo, or disable zombie mode.

a peek into the future of T+T

-snip-
Lol, never post your ideas or plans on the net bushi.
People will steal them.

gauze guns
gauze guns everywhere

Im starting to wonder were everyone finds these secret weapons.

Im starting to wonder were everyone finds these secret weapons.
Once again, I say:

Check the various pack's server.cs using Notepad or similar. There will be some weapons within the initialization files that will be like //(weapon). remove the // and they will no longer be ignored ingame, and you can find em in items.

Plasma, Laser, and mediguns/syringe guns?

Heckyes!
I think thats even a Ballistic Knife type weapon on the right :o
heckyes!

A BUNCH of those designs are present in the Tier Tactical in SPACE private mod


which i have B)

A BUNCH of those designs are present in the Tier Tactical in SPACE private mod


which i have B)
hes lying


hes lying
I have been to his server before when he was testing them.

asdf space wat


bushido stop making new ideas for now and finish your old ones already.

Code: [Select]
//we need the tier 1 package for this, so force it to load
%error = ForceRequiredAddOn("Weapon_Rocket_Launcher");
%error2 = ForceRequiredAddOn("Weapon_Package_Tier1");

if(%error2 == $Error::AddOn_NotFound)
{
   error("ERROR: Weapon_Package_Tier1 ain't here, so we're screwed.");
}
if(%error == $Error::AddOn_Disabled)
{
   //we don't have the gun, so we're screwed
   error("ERROR: Weapon_Package_ExplosiveC2 - required add-on Weapon_Rocket_Launcher not found");
}
else
{
   exec("./Weapon_RPG.cs"); 
   exec("./Weapon_Grenade_Launcher.cs"); 
   //exec("./Weapon_Mortar.cs"); 
}
   //exec("./Weapon_Mortar.cs"); 
Ooooh!

asdf space wat
bushido stop making new ideas for now and finish your old ones already.
they've actually been around for a while, i have to wonder if they even use the T+T ammo system yet (probably not)

Code: [Select]
//we need the tier 1 package for this, so force it to load
%error = ForceRequiredAddOn("Weapon_Rocket_Launcher");
%error2 = ForceRequiredAddOn("Weapon_Package_Tier1");

if(%error2 == $Error::AddOn_NotFound)
{
   error("ERROR: Weapon_Package_Tier1 ain't here, so we're screwed.");
}
if(%error == $Error::AddOn_Disabled)
{
   //we don't have the gun, so we're screwed
   error("ERROR: Weapon_Package_ExplosiveC2 - required add-on Weapon_Rocket_Launcher not found");
}
else
{
   exec("./Weapon_RPG.cs"); 
   exec("./Weapon_Grenade_Launcher.cs"); 
   //exec("./Weapon_Mortar.cs"); 
}
   //exec("./Weapon_Mortar.cs"); 
Ooooh!
late

You should use your brain for about 5 sec and you would post that many people have the same problem.
Get full inventory to pick up ammo, or disable zombie mode.
Ow, the friggin zombie mod, dangit, though your reply wasn'y kind, but useful.

they've actually been around for a while, i have to wonder if they even use the T+T ammo system yet (probably not)
late
go lick a cactus i just found this out >:c