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    Kenneth's Avatar Administrator CoreCoins User
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    Operation Wildfire 2/17/2016

    OPERATION WILDFIRE


    • Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group

    • The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:

    • The Operation Wildfire coin, upgradeable through the completion of challenge missions

    • An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard

    • The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.

    • The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.

    • Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).

    • Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun

    • Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.

    • Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: CS:GO - Reintroducing Nuke



    GAMEPLAY


    ARMS RACE

    • The leader’s glow in Arms Race no longer shows through walls.

    • M4A1-Silenced has been added to the rifle section of available Arms Race weapons.


    UI

    • Fixed AWP icon to better represent the weapon’s silhouette.

    • The English string “ALIVE” in the playercount hud element is now a localized token.

    • Inventory filter for All Weapons now filters out display items and music kits correctly.

    • Inventory sorting by Quality now better groups items within the same quality by their slot.

    • Updated the Nuke loading screen icon.


    MISC

    • Fixed particle rain not following the “in eye” player if you were spectating someone.

    • Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.



    SDK

    • [vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.

    • Maps can have multiple radar images based on player height.

    • Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)

    • Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.

    • Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.


    • Added an Exploding Barrel entity for use in the Co-op Strike missions.

    • func_hostage_rescue entity is now able to be disabled.


    • Added a Heavy Phoenix enemy.

    • Added item_coop_coin entity that displays how many (of 3) you’ve collected.

    • In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.

    • Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.

    • Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.

    • The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.

    • prop_door_rotating now blocks nav when closed, locked and unbreakable.

    • Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.

    • Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.

    • Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.

    • Resurrected the HL2 env_gunfire entity.

    • Added two new convars for managing dropped weapons

    • weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”

    • weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”


    • Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)

    • Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.

    • Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).



    MAPS

    Nuke

    • Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group




    Cache:

    • Fixed DM spawns

    • Improved radar polish

    • Improved visual polish

    • Added physics to fence in Sun room

    • Fixed numerous “pixel walks”

    • Fixed one-way wallbang at mid

    • Fixed fencing at T-spawn being non-solid



    Mirage:

    • Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A

    • Removed shelf inside market near bombsite B

    • Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent


    • Slight adjustments to Safehouse, Lake, and Shoots


    FOR ALL NUKE PICS

    FOR NEW SKINS PICS
    Last edited by Kenneth; 02-17-2016 at 11:54 PM.

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  2. Thanks ev0, Mcskeen, jimmys96 (3 members gave Thanks to Kenneth for this useful post)

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