Etpro Download 3 2 6 Defense
3-2 (1-2-2) Zone Rotations 3-2 (1-2-2) zones are commonly used to defend teams with good outside shooting and/or weaker post players. You can also use it as a trapping defense. Youth Coaches: Even though, you CAN win more games, AVOID playing any type of zone defense, because it can teach bad habits and hinder the long-term development of your players. Our advice would be to focus on. If you would like to read a detailed explanation of why we advise youth coaches to avoid zone defenses, click.
Our Gift to You: We had this post turned into a PDF for your convenience! () Basic Rotations and Positions of the 3-2 (1-2-2) zone Starting Positions Ball on wing: • Defender 3 comes out to guard the ball. • Defender 1 drops down to the high post area. Ball in corner: • Defender 5 goes out to guard the ball. • Defender 4 slides over to defend the low post.
• Defender 2 drops down to either defend the opposite low block or the wing if a skip pass is thrown. • Defender 1 defends the high post area.
Mobile Defense; Threat Response. Daily Ruleset Update Summary 2016/05/03. ETPRO TROJAN W32/Infy Config Download (trojan.rules) 2820024 - ETPRO CURRENT_EVENTS.
• Defender 3 can either sink in to stop penetration or apply pressure by denying the reversal pass. Trapping wing: • Defender 1 and defender 3 form the trap. • Defender 2 slides over to slightly above the free throw line. He is anticipating a pass back to the top of the key or a skip pass to the opposite wing. • Defender 5 takes a step out to try to anticipate a pass to the corner. He shouldn't sneak out too far if there is a player in the high or low post area. Trapping the corner: • Defender 3 & defender 5 form the trap.
• Defender 4 slides over to defend low post. • Defender 1 anticipates a pass into the high post or wing. • Defender 2 plays 'center field.' He covers the top of the key until defender 1 recovers. He covers the skip pass to the opposite wing. He covers anybody cutting to the middle of the lane.
Helpful Zone Defense Resources If you'd like to dig deeper and get more information about developing an effective, we highly recommend. In our opinion, he runs one of the best zone defenses in the country and it gives you the most thorough explanation of zone defense we have seen. Leave your comments, suggestions, and questions below.
Banimod / etpro / ettv forums:: View topic - ET Pro 3.2.6 Released! Banimod / etpro / ettv forums Bani's Discussion Forums Goto page 1,,,,,, ->:: Author Message bani Site Admin Joined: 21 Jul 2002 Posts: 3685 Posted: Mon Sep 18, 2006 6:26 pm Post subject: ET Pro 3.2.6 Released! New: • 2.60b support • bring client example.cfg up to date • bring server example.cfg up to date • fixes for fueldump and railgun • FF Im2good4u ui update. Added cg_centertime and fixed menu box size • give semiadmins the same kick/mute protection as refs • Allow refs to surrender or callvote surrender even if vote is disabled • #944 - competition fueldump Tank is completely removed, first half of map is skipped. Depot side wall and depot gate are now dynamitable. • #964 - show who did team commands like pause, specinvite, readyteam • #959 - uncheatprotect cg_centertime • #967 - added 6 new crosshairs, which are variants of the orignal 0-5 that work better at small sizes • #960 - allow.config to require a particular mapscript syntax: in a (non default) map block put mapscripthash if no mapscripthash is specified, any mapscript is allowed if a mapscripthash is specified, and the hash of the loaded mapscript does not match, an error message is sent to all clients, and the config is cleared. The hash of the current script is stored in the readonly server cvar b_mapscripthash, so clients or server admins can query it.
• Also improved config error handling. Now all parse errors result in the config being completely cleared, and a message broadcast to connected clients. Lua changes: • ps.viewangles added • s.eventParm added • ps.origin added specinvite improvements: • show spectator invite status in /players.
Where /players previously showed a red X for axis or a blue L for allies, it shows the following for spectators SH shoutcaster SB invited both teams SX invited axis only SL invited allies only S not invited This could be made more verbose if people think it is too obscure. • add specuninvite command. Refs and shoutcasters may not be invited or uninvited bugfixes: • #935 - fireteam invite confused by numbers in names, breaks when using ft menu too • #936 - players may suddenly drown if they go directly from waterlevel 0 to/from 3 • #939 - etpro doesn't play the the prepare and fight sounds when unpaused • #954 - setcs rcon abuse • #948 - using a fixed MG pauses panzerfaust • #955 - some trigger_objective_info fields cannot be modified from mapscript.
We now allow trigger_objective_info fields to be changed in mapscript spawn section. Some (spawnflags, customimage, score, target, track, message) must be changed in the first frame, or first 3 frames. • #949 - don't leave the player with an empty grenade launcher (weapalt bug); • #962 - revive can leave you with an empty rifle grenade launcher • #957 - weaponbank 10 crashes the client • Prevent antiwarp circumvention via pmove_fixed • #961 - Having too many counters drawn crashes the cgame • #969 - accum buffer index validation is borked. Allow 10 global or local accums, and correctly print an error if the script tries to use too many. • #970 - some items in the etpro config menu first page cannot be bound.
Make resettimer, opentimerinput selectbuddy 6 and 7 bindable in menu. • fix scripting bug with thinktime causing thinks to get missed - • #965 - clients should no longer be able to get other client's ip • #966 - clients can force other clients to disconnect by generating a lot of commands Three server cvars were added for #966: b_floodKickRate - continuous commands/sec, default 15 b_floodKickBurst - max commands in a burst, default 20 b_floodKickTime - time to kick flooders for, default 0 The default values should keep flooders from lagging others off the server. • #xxx - Fix a bug that let you use prone to go through walls via wedging yourself and turning, with the legs *slightly* a way from the wall, but not far enough • #xxx - Prevent players from shoving players that are stuck in another player - e.g.
After revive, someone's standing in them. • #xxx - Fix g_initialCamera buffer overrun • #983 - mapscript cvar commands are broken • #977 - clients show wrong warmup info if match is paused in warmup before countdown • #984 - workaround for bug in nvidia 91.xx drivers not displaying commandmap icons properly any bugs or crashes should be blamed on the gaggle of singing turnips known as 'etpro beta testers' edit: Known issues • #984 workaround does not work with 16 bit textures. Use r_texturebits 32 to see the icons on the command map. - fixed for next version • prone and revive fixes are incomplete, some exploits still exist in 3.2.6 - fixed for next version. • is borked in the lua API. - fixed for next version Last edited by bani on Mon Sep 18, 2006 6:34 pm; edited 2 times in total WeblionX Joined: 08 Sep 2002 Posts: 1163 Location: Tseaby Posted: Mon Sep 18, 2006 6:29 pm Post subject: I don't resemble that remark! Tigers are not turnips, you silly American!
_________________ If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage? Pushing electrons since 1990 120VAC ->Ground == Bad jump3r Joined: 18 Apr 2004 Posts: 159 Posted: Mon Sep 18, 2006 10:52 pm Post subject: great worx! Mirror: Dersaidin Joined: 06 Aug 2004 Posts: 197 Location: Australia Posted: Tue Sep 19, 2006 1:04 am Post subject: Yay:>So whats new from test2? Just repackaged as a. Deus Joined: 12 Mar 2004 Posts: 1053 Location: Germany Posted: Tue Sep 19, 2006 2:03 am Post subject: Dersaidin wrote: Yay:>So whats new from test2?
Just repackaged as a. #new: removed 'beta' notice from limbo _________________ SoL Joined: 23 Apr 2004 Posts: 44 Posted: Tue Sep 19, 2006 2:38 am Post subject: Need b_fixedphysics 1 set to default Deus Joined: 12 Mar 2004 Posts: 1053 Location: Germany Posted: Tue Sep 19, 2006 2:40 am Post subject: SoL wrote: Need b_fixedphysics 1 set to default WTFNOES b_fixedphysics teh ubersux. ET is nearly dead. This will most certainly kill it. _________________ deej Joined: 19 Mar 2004 Posts: 743 Location: Belgium! Posted: Tue Sep 19, 2006 2:49 am Post subject: Good news! _________________ Our servers now run on 64 bit steroids.
Point your ET to: - StopWatch Server with occasional wolfrof 1 - ETPub Server - Mix up ET/UT & Duke Nukem Father Joined: 22 Jul 2006 Posts: 106 Location: Czech Republic Posted: Tue Sep 19, 2006 4:03 am Post subject: Great work! Especialy thaks for: #935 and #949. Download here: _________________ If you don't do it, someone else will. Ouroboro Joined: 26 Jul 2004 Posts: 662 Posted: Tue Sep 19, 2006 4:43 am Post subject: Deus wrote: SoL wrote: Need b_fixedphysics 1 set to default WTFNOES b_fixedphysics teh ubersux. ET is nearly dead. This will most certainly kill it.
Go jump down gamma ramps all night with your pmove_fixed 1 and your b_fixedphysics 0 and your com_maxfps 333. The rest of us like to play normal W:ET without being limited to one or two com_maxfps choices, while still being able to make the jumps that matter (Radar, etc.).
B_fixedphysics FTW. Hard-code that shit. There is a similar stink in the Q3 community over what arQon did to VQ3 (read: OSP) in CPMA. The noobs can't make bridge-to-rail on q3dm6 with CPMA's fixed physics, so they cry and say he's destroying Quake.
Meanwhile the players who actually had skill to begin with are still able to make the jump with ease. In fact there's a video someplace of a guy jumping back and forth like 50 times with fixedphysics like it ain't no thang... _________________ Please direct all gameplay-changing feature requests.
Dersaidin Joined: 06 Aug 2004 Posts: 197 Location: Australia Posted: Tue Sep 19, 2006 5:03 am Post subject: Yeah, fixedphysics 1. Theres the thread with other cvars you might want to consider. Jaan Joined: 09 Aug 2006 Posts: 1 Location: Estonia Posted: Tue Sep 19, 2006 6:30 am Post subject: Well great job. Tron Joined: 18 Apr 2005 Posts: 22 Posted: Tue Sep 19, 2006 11:33 am Post subject: I, too, want to support setting b_fixedphysics to 1 (and b_fixedphysicsfps to 125). I'm not sure if the argument I'm bringing forward here has already been mentioned on the other threads discussing the matter, but I'm too lazy to search now.
The argument really is common sense to me, but maybe not everyone knows about it yet. As we all know, cl_maxpackets is limited to 100 in ET (unlike 125 in Q3). If you have com_maxfps 125, you can have a maximum effective number of sent packets per second of 60 (or 62(.5)? Not sure atm), regardless of your cl_maxpackets setting.
If you have com_maxfps 100 however, you can get those 100 packets for (presumed) ultra-smooth gameplay. 100 Hz is also easier to achieve with CRT monitors, or allows to use higher resolutions while still being in sync with your fps. Life Is Beautiful Telugu Movie Mp3 Songs Free Download From Doregama.
Running the game at 100 fps without fixed physics reduces your jump height though, so that's not really an option. And this is only the high specifications side of the coin; there are still many people playing who can't reach stable 125 fps, even more so on packed public servers. Competitive play isn't affected, obviously, because all competitions I know have fixed physics enabled. The better administered public servers use it, too.
And those also had b_realhead 1 when it wasn't default yet. I can't see a reason why there should be a difference in gameplay between competition matches and public play. Let's face it, the majority of server admins don't know what b_fixedphysics does or even don't know about it at all. It seems natural to me to apply the same logic as with b_realhead. I have two loosely related questions to the devs: 1) Is the reason why the fps dependency of recoil hasn't been fixed yet because it can't be done without modifying the game engine?
Or because it's too nasty to implement? In an ideal world, you wouldn't be obliged to switch fps to 76(72) when you're sniping or using a pistol to minimize recoil, because running 76 fps with a screen refresh of 120 Hz (I can't tell about 100 Hz yet because I haven't tested it) gives me a very unsteady view. 2) Same question for the turning spread issue discovered by madscientist.
PCs are picking up speed rapidly atm and my guess is that more and more people will be inclined to exploiting it. For a few weeks, I could run those 250 fps necessary for fully capitalizing on it myself. *EDIT* I was asked to add another question, while I'm already at it.
3) Is there any chance of implementing cl_maxpackets 125? If engine modifications are necessary anyway, maybe this could be done at the same time. Lagger Joined: 29 Sep 2003 Posts: 333 Posted: Tue Sep 19, 2006 11:45 am Post subject: Tron wrote: PCs are picking up speed rapidly atm and my guess is that more and more people will be inclined to exploiting it. For a few weeks, I could run those 250 fps necessary for fully capitalizing on it myself.
Don't worry about that, punkbuster updates will keep a lid on the framerates. Tron Joined: 18 Apr 2005 Posts: 22 Posted: Tue Sep 19, 2006 11:48 am Post subject: Lagger wrote: Don't worry about that, punkbuster updates will keep a lid on the framerates. Display posts from previous: ->All times are GMT - 8 Hours Goto page 1,,,,,, Page 1 of 7 Jump to: You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum.