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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [WIP] Dynamic Perks
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW Map + Mod Releases
Posted: Thursday, Oct. 1, 2009 10:39 am
In the latest release of Demon mod (out at the weekend [time permitting]), I have implimented (finally!) dynamic perks, which can be changed "on the fly" while ingame from the quickmessage menu.

Example - Perk Group 1:



Now, if you want to hide in a house while Recon is on, all you need to do is select the Camoflage perk from Perk Group 2:



Just press 5 on your keyboard and you will be invisible to Recon while its going on.

Every perk can be disabled by the Admins, but if its available, then you can switch back and forth between any of the available perks. The only perks which arent applied to you straight away are those that can be "abused" - so for example, the grenade perks or ammo perk (Badolier) wont be applied until you die and respawn.

I introduced this method because, for me, perks are an unfair advantage if you personally dont have a particular perk, and whereas all the perks can be supposedly "balanced" by one of the others, if you also dont have that perk, the game can be pretty annoying to the point of frustrating. So, with this method, if your opponent has a perk you can now "balance" it with the flick of a key stroke. Example, suppose your opponent has Martyrdom, if he catches you with the ass nade, if you're quick enough on the key stroke, you can instantly switch to Flak Jacket and save yourself a whole bunch of grief.

For me, this is the perfect solution to the use of perks: it allows them to be used, yet allows you to quickly balance out any so-called "grief" perks such as Marty or Last Stand. In fact, since we've been playing with this feature enabled, Ive discovered that perks can be quite fun to have, and there is a whole new skill set to be learnt with this dynamic way of accessing them.

BTW - for all you bind fans - you can set up binds for "custom perk classes" for these dynamic perks. Here is an example:

bind P "openScriptMenu perk1 4; openScriptMenu perk2 9; openScriptMenu perk3 4"

This is, of course, set in your profile's config_mp.cfg file (which can be set ingame by dropping down console), and binds keyboard P to give you 3 perks: Stachel Charges, Flak Jacket, and Extreme Conditioning. So, you can see, that if your ingenius enough, you can set keys for any number of "custom classes" and by the stroke of a key, you can switch them on or off.
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