Microsoft Windows, Xbox One, PlayStation 4, Stadia PlayStation 3, PlayStation 4, PlayStation Vita, Xbox One, Nintendo Switch Microsoft Windows, Xbox One, PlayStation 4, Nintendo SwitchĭOS, Windows, Mac, PS1, N64, GBA, iOS, Android The Twisted Metal has been attributed as the first "true" vehicular combat game, without cartoony graphics as seen in kart racing games. Often the primary plot will involve a contest or competition of some sort, encouraging the various characters to fight and destroy one another to obtain a reward. The complexity and strategy required to complete games vary, from the careful resource maintenance and intense story-driven plotlines of the Interstate '76 series to straightforward smashups like WWE Crush Hour. Vehicular combat games differ from traditional racing games both in the combat aspect and in the general lack of any set path for players to follow, instead allowing them to explore each level at their leisure. Vehicular combat games normally follow a simple play pattern the player must defeat increasing numbers of not very skilled enemies before facing off against a final, super-powerful, boss character. Games may include racing themes, but they are generally secondary to the action. Players may also unlock hidden vehicles by completing certain in-game tasks. The genre normally features a variety of different vehicles available for play, each with its own strengths, weaknesses, and special attack abilities. In order for this to work, an available flag of this type must exist on the server.Vehicular combat games (also known as just vehicular combat or car combat) are a sub-genre of vehicle simulation video games where the primary objectives of gameplay include vehicles armed with weapons attempting to destroy vehicles controlled by the CPU or by opposing players. It is also possible to give a flag to a player. The player whose flag was taken does not see a message about who made them drop it. The admin issuing the command would see: BobTheTank took flag L/70 from SomePlayer If this command is run: /flag take SomePlayer It will cause the flag to drop where there are, and for non-team flags may cause the flag to respawn elsewhere on the map. It requires either the player's slot number or their callsign. The flag take command allows removing the flag that a player is carrying. For example, /flag reset G* would reset all the Green team flags. A the list of flag abbreviations are on the flags documentation page. To reset team flags for a single team, use G for Green, B for Blue, R for Red, and P for Purple. By passing a flag abbreviation, it will reset any flag of that type. It is also possible to reset specific types of flags. For example, /flag reset #5 would reset the flag with a flag ID of 5. Using the output of /flag show, it is possible to reset a single specific flag. This would reset all flags that are not being held by players. This would reset every single non-team flag on the map, even if a player is holding it. This would reset every single flag on the map, even if a player is holding it. The optional parameter "noteam" can be added at the end of the /flag reset all and /flag reset unused to skip resetting team flags. This is typically done to balance out the flags after a long period of play, or to bring back a team flag after a flag runner has carried it partially to the other team. When a flag is reset, it will respawn in a new area. It requires an extra parameter, specifying what flags to reset. The "reset" sub-command allows respawning flags on the map.
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