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		<title><![CDATA[Latest posts for the topic "Engineer vehicle summon change committed"]]></title>
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		<description><![CDATA[Latest messages posted in the topic "Engineer vehicle summon change committed"]]></description>
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				<title>Engineer vehicle summon change committed</title>
				<description><![CDATA[ While looking for the telefrag issue, I tripped over this one. Vehicle locks don't function 100% properly, especially in non-team games (they were locked to all players). I added this, line 352:

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>V.SetTeamNum&#40;P.GetTeamNum&#40;&#41;&#41;;</pre>
		</div>

which fixes it. We'll have to keep an eye, however, on how it affects vehicle locks on the server. Dedicated mode handles team numbers slightly differently, and the way the game does things with team numbers in team vs. non-team matches is you-know-what BAR.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2667.page#22870</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2667.page#22870</link>
				<pubDate><![CDATA[Sun, 5 Nov 2006 09:29:53]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
			</item>
			<item>
				<title>Re:Engineer vehicle summon change committed</title>
				<description><![CDATA[ Might to best to examine the summoner's team number and assign it to the same team...

Also there's a no-vehicle-locks mutator (that we run in vinv) that might be worth looking into, but I'd really rather have it lock the vehicle for the other team.

Anyway, there's my 2c

]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2667.page#22931</guid>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 22:50:15]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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