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29/02/16 Warden Tools V1.10 - Printable Version

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Pages: 1 2


RE: 29/02/16 Warden Tools V1.10 - Byte - 29-02-2016

Suggestion by me and Mav is: Allow non infected to kill the infected once a cure is found (at 6:00) so they can kill them from distance with guns etc.


RE: 29/02/16 Warden Tools V1.10 - calamity - 29-02-2016

could just give infected 10k hp


RE: 29/02/16 Warden Tools V1.10 - gutterfucker - 29-02-2016

These sound nice, something in the middle would work best:

Infected have 32K health until 6:00, at which point their health drops to 200.
All survivors are given a Deagle (it drops on the floor if they already have a pistol when using "give weapon_deagle" in console, which works).
Aim for a Juan and you're basically good, but if you keep fucking up your shots (provided you have no rifle, having one is obviously a good idea) you might actually end up getting rekt.


RE: 29/02/16 Warden Tools V1.10 - AngryDove - 29-02-2016

I heard an idea that infected have a balanced amount of hp (32k seems too high tbh) and non-infected have to shoot them down with guns, if this was implemented the number of infected at the start should increase.
P.S I'm aware this is still in testing phase


RE: 29/02/16 Warden Tools V1.10 - Vinyl - 01-03-2016

Dont know if its possible but like most infection modes you could have the infected die and respawn somewhere else. Once the imer hits 6:00 no more respawns


RE: 29/02/16 Warden Tools V1.10 - Road To Admin - 01-03-2016

OMG such a good idea <3 i played zombie escape and like 20 people escaped from 50 zombies through different obstacles while shooting them, zombies had 5k hp and that was enough. (re spawn after die but dont do it for this minigame) Also this can allow 5 terrorists to hold up in a location with negevs and win the game by killing infected (because this minigame is just a hide and seek game if you just hide and win)