PNRP Readme/Beginner's Guide

Need some help with gamemode related stuff?

3.3 Other Currency

Postby severedskullz » Wed Mar 24, 2010 7:37 pm

Reserved space if other currency/items for sale becomes developed.
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4.1 Maps and Locations

Postby severedskullz » Wed Mar 24, 2010 7:38 pm

I will not write this section untill there is a solid map that the developers decide to stick to. Current is gm_atomic.
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4.2 :Strategies:

Postby severedskullz » Wed Mar 24, 2010 7:38 pm

Killing the Antlion Gaurd:
The most effective way (and cheapest) to kill an antlion gaurd is to get a para and buy 2 boxes of ammo. 120 rounds dead on should kill the beast, leaving you with about 30 bullets to spare.
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4.3 NPC's

Postby severedskullz » Wed Mar 24, 2010 7:39 pm

Zombies:
Fast Zombies:
Poison Zombies:
Headcrab:
Fast Headcrab:
Antlions:

*filling in Damage per hit, hitboxes, etc
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4.4 :Jobs:

Postby severedskullz » Wed Mar 24, 2010 7:39 pm

Yet to be implemented... Custom, Playermade jobs may become a part of the server, such as a body gaurd, or a taxi driver.
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Re: PNRP Readme/Beginner's Guide

Postby eldarstorm » Thu Mar 25, 2010 4:00 pm

Not bad so far. Just one note though. The only two classes with the salvage bonus is wastelander and scavenger. Engeneer would seem to get it, but many engeneers, while anble to build great stuff, are not always the most efficent with thier recourses. Wastelanders and Scavengers, since spending alot of time in the wasteland, learn to better conserve thier resources.

Also the Wastelander looses Endurance at a much slower speed than the other classes, and will eventually have a higher max armor as well.

A Note about future plans on the weapons.
Eventually we will may migrate them to the Mad Cow weapons in the mid term. (After Hunger and skills)
Long term we are working on a custom weapon mod for the gamemode. Weapons more or less that people would patch together from materials in the wasteland. They will have similar catigories, but you get the idea.
That though is the long term plan as the main part of the gamemode is beeing developed.
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Re: PNRP Readme/Beginner's Guide

Postby Lord Rahl » Mon May 09, 2011 10:15 am

Would a custom weapons mod remove the need for css in order to see the weapons?
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Re: PNRP Readme/Beginner's Guide

Postby eldarstorm » Tue May 10, 2011 10:08 am

Custom Models acually. The current weapon set is made by LostInTheWired.
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Re: PNRP Readme/Beginner's Guide

Postby Lord Rahl » Wed May 11, 2011 9:40 am

Well: what i am asking is, i cannot see weapons like the knife, saw, scrap mp, etc. I can see 4 weapons: SMG-Lost, 357. Revolver, Grenades, And Shaped Charges.
I realize that these are all HL2/HL2DM weapon models or textures or etc. I just cannot see the above^^ weapons, and more. Thats because i need css models and textures, so i was wondering if using custom weapons models would make it so I don't need CSS in order to see those weapons?

(I have been trying to get CSS for a while now, but things just won't go my way :P)
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Re: PNRP Readme/Beginner's Guide

Postby Lord Rahl » Wed May 11, 2011 9:45 am

^^Speaking of CSS models and Textures: i heard through the grapevine that the upcoming map you are making is using CSS textures: I was wondering to what extent? I can usually manage just as long as the portions of the map like the ground & skybox, aren't css.
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