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Author Topic: Problem with Team Deathmatch team mates in cramped spaces...  (Read 6919 times)

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SPECTRE v7

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Problem with Team Deathmatch team mates in cramped spaces...
« on: February 21, 2009, 11:19:29 pm »

If find it annoying in Team Deathmatch that in narrow places such as Hallways we can't go through team mates to get passed each other, We get stuck and waste precious time trying to maneuver out of each others way....Can't there be a way to make it like in team fortrees 2 where we can go through players so as we don't get stuck trying to pass each other
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Wake[of]theBunT

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Re: Problem with Team Deathmatch team mates in cramped spaces...
« Reply #1 on: February 21, 2009, 11:23:59 pm »

This is being addressed for beta 3.1 In fact its already in and been tested working very nicely! You can walk through teammates only.
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SPECTRE v7

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Re: Problem with Team Deathmatch team mates in cramped spaces...
« Reply #2 on: February 21, 2009, 11:26:52 pm »

This is being addressed for beta 3.1 In fact its already in and been tested working very nicely! You can walk through teammates only.
Awesome....Thanks for the quick answer too...
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Sp1nn3y

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Re: Problem with Team Deathmatch team mates in cramped spaces...
« Reply #3 on: February 21, 2009, 11:58:25 pm »

This is being addressed for beta 3.1 In fact its already in and been tested working very nicely! You can walk through teammates only.

Awesome i was hoping this would be implemented some time soon. 3.1 is even better :D
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PPK

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Re: Problem with Team Deathmatch team mates in cramped spaces...
« Reply #4 on: February 22, 2009, 06:36:04 pm »

Just like in the old days. It got really complicated in Basement with 12 folks running around like lunatics. Anyway, how come you couldn't do it in Beta 3?
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Sean [Baron]

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Re: Problem with Team Deathmatch team mates in cramped spaces...
« Reply #5 on: February 22, 2009, 06:53:47 pm »

Was never an issue in our initial testing of BETA 3, and so we didn't find there to be any problems running into and getting stuck on teammates. But that's the whole point of a public BETA, so that we can get a more global response, more so than what we can do internally.

Nevertheless, this issue has been solved :)
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