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Hyperjumping calculation (server part)
03-01-2010, 11:37 AM,
#25
RE: Hyperjumping calculation (server part)
I thought the contrails were added so enemy players (Vector FTW! BTW) could not simply HJ 3 or 4 times and escape without leaving some sort of trace to follow. I guess it made it easier to chase people around.
"We die because the people are asleep...you will die because the people will awaken"-Carl Sandburg
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Messages In This Thread
RE: Hyperjumping calculation (server part) - by rajkosto - 02-13-2010, 02:11 PM
RE: Hyperjumping calculation (server part) - by rajkosto - 02-13-2010, 04:29 PM
RE: Hyperjumping calculation (server part) - by rajkosto - 02-13-2010, 10:19 PM
RE: Hyperjumping calculation (server part) - by rajkosto - 02-13-2010, 11:03 PM
RE: Hyperjumping calculation (server part) - by Rxu - 03-01-2010, 11:37 AM

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