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  • The outcome of a Countdown match is decided based on the team score. ...
    1 KB (198 words) - 18:27, 18 June 2012
  • #REDIRECT [[RO2 Countdown]] ...
    27 bytes (3 words) - 15:57, 18 June 2012

Page text matches

  • Roles for Countdown MUST be mirrored between the two teams. This is to avoid issues with player =Countdown Roles= ...
    2 KB (310 words) - 18:11, 22 March 2012
  • *CGT_CD: Countdown ...
    339 bytes (48 words) - 05:03, 1 June 2013
  • ...munity level designer makes a map with more than one game type (Territory, Countdown, Firefight) the cooked map content will make non-unique/duplicate supportin 1) Save off each game type of your map (Firefight, Countdown, Territory) in your working directory ...
    2 KB (268 words) - 18:27, 28 March 2012
  • =Countdown Objectives= ...
    648 bytes (102 words) - 18:15, 22 March 2012
  • ===[[RO2_Countdown|Countdown]]=== All maps shipped with Red Orchestra 2 include both the Territory and Countdown game types. Currently five of the eleven shipped maps also include firefig ...
    4 KB (711 words) - 04:06, 15 November 2012
  • ...n Objective Count'' '''16,32,64''': Number of objectives that a specific [[Countdown]] player load has. ...': Used to define what the other team is going to use in a team switched [[Countdown]] scenario. ...
    6 KB (986 words) - 21:03, 25 June 2012
  • ...s a wave based spawn system, with players spawning at the end of each wave countdown. The time will be the same for both teams. Players will spawn near a team ...
    785 bytes (136 words) - 18:28, 18 June 2012
  • ...s a wave based spawn system, with players spawning at the end of each wave countdown. The wave timer can be different per team. Depending on the map size (16, ...
    889 bytes (144 words) - 18:28, 18 June 2012
  • The outcome of a Countdown match is decided based on the team score. ...
    1 KB (198 words) - 18:27, 18 June 2012
  • Countdown Time – this is the amount of time the objective is active in the Countdown game mode, counted in seconds Is Key Objective – this bit is used in Countdown and gives an additional reinforcement for the commander ...
    11 KB (1,702 words) - 12:36, 30 July 2012
  • |Allows admins to configure some game type specific settings for territory, countdown and firefight ...
    4 KB (627 words) - 21:01, 19 June 2012
  • === Countdown Settings === |Sets the Countdown game type to use the Ready Up system if it is not set globally ...
    37 KB (5,699 words) - 23:08, 10 May 2017
  • |Sets the Countdown game type to use the Ready Up system if it is not set globally |Sets the Countdown game type to use the Match Warmup system if it is not set globally ...
    37 KB (5,579 words) - 13:56, 23 July 2018
  • * [[RO2_Countdown|Countdown]] is a twist on traditional single life game types. Featuring one life per ...
    7 KB (1,016 words) - 04:11, 10 September 2015
  • ...down the list to the [[RO2_Multiplayer#Game_Modes|game mode]] (Territory, Countdown, Firefight, Multiplayer Campaign), [[RO2_Multiplayer#Realism_Level|realism ...
    9 KB (1,591 words) - 20:54, 19 June 2012
  • |Rack 'em Up (countdown timer) ...
    15 KB (2,080 words) - 21:46, 21 July 2018
  • ...yed if we want to display a performance warning, restart warning or revert countdown. All other changes take effect immediately. If the user hits "Back" with un ...
    15 KB (2,087 words) - 07:27, 10 January 2017
  • ...y chosen to have the most impact. This same "Force Respawn" is used in the Countdown game mode - even more tactically important! ...
    17 KB (2,966 words) - 17:13, 20 October 2012