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Forum: All Forums : Soldier of Fortune
Category: SoFII Scripting
Coding related issues dealing with Soldier of Fortune II.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: REAL DMG mod !
elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Scripting
Posted: Wednesday, Jul. 13, 2005 07:45 pm
Anyone able to code a REAL dmg mod ?
No bs like bullets do more dmg, but that the players act out more realistic.

I was thinking how cool and fair this mod would be.

These numbers are just an example, nothing solid:
If your health (h) drops below 50% you can't run, and are forced into walking.
Below 30% and you can't jump anymore.
Your accuracy should be reliant to your h;
10h=90% inaccuracy
40h=60% inaccuracy etc.

I don't want a ultrarealistic cpmbat simulator...
I just hate the current bs that's going on:
Like, I put 3 pistol bullets into some guy, 1 in the leg, arm and waist, and he still has "ONE LIFE" after that... which is absolute removed by moderator!...
And he keeps jumping and running and turning and twisting like some kinda olympic athlete, even though it should take only a handslap in his face at that point to kill him.

As if wasn't bad enough with the überaccurate weapons.
You can basically headshoot a hidden sniper over 500 feet with any weapon while running and jumping. Guns rest in the players arms steady enough to put a full glass of water on them and not spill a drop...

Operation flashpoint has a good aim-interface.
I think it would work with sof2 also.


Is that kinda coding possible which I request at the start of this post ?
The moving penalty when getting hit, inaccuracity etc ?
Same feeling anyone else on this ?
Or do you just LOVE that freaking fast arcade numb
shootdown rampage, just the way sof2 is now ?

edited on Jul. 13, 2005 03:57 pm by PleaseMYOB
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Scripting
Posted: Wednesday, Jul. 13, 2005 08:53 pm
The age old battle between "what is real & what is fun" can be quite an interesting topic to dive into, however I see no point in it being discussed here...

This has already been done, the more popular one would be GOLDRUSH... You can visit thier site Here

Quote:
Goldrush focuses on gameplay, but it also has a nice admin/refereesystem and many useful features.
It will be hard to name the all, but these features are probably the most important ones:

* realistic speed: add weights to weapons, items, gametype-items, health/armor and certain movements. Examples:
- players running a knife are usually faster than someone running around with a m60
- players who carry a gametype-item (flag, briefcase or bomb) are usually slower
- wounded players are slower than healthy players
- ever saw someone running as fast backwards as they run forward?

* extra gore: more realistic blood, easier dismemberment, flying bodyparts, some cool effect

* 20 gametypes: we added 14 gametypes; together with the 6 standard gametype we have a total of 20 great gametypes

* 16 great community maps that deserve to be played

* 2 new RMG terrains: an updated version of Booda's Australia, and Egypt (in Goldrush RMG maps support ALL gametypes)

* a great admin/referee system to give trustworthy players some extra powers without the need to give away your rconpassword

* medals and stats

* a serversided 3rd person mode (2 modes)

* mapvotingsystem at the end of the map; this way the players are the ones who decide what map is played next

* tokens and soundtokens (can be combined) for use in the chat

* improved bots

* 2 new types of friendly fire:
- shared : both players receive 50% of the damage
- reflect: the attacker receives 100% of the damage

* tons of options to enable/disable things that cant be done in SOF2, like:
- radar
- teamicons
- leaning
- backpacks
- goggles
- armor
- strafejumps (2 types)
- enemy crosshair (great when you disable teamicons)
- radarhud (allows you to see the direction of gametype-items, but only when they aren't carried by a player)
- pickup dropped weapons for extra ammo or extra guns (can have an effect on backpack-behaviour as well)
- dead players can drop small medikits (can have an effect on backpack-behaviour as well)
- infrared scopes for MSG90A1 and/or SIG551
- use of multible weaponfiles (but one at a time)
- and a lot more!

* some other useful options:
- bad word filer
- alert messages that give info on gametime, roundtime and the number of players in your team
- roundbased gametypes now can swap teams every xxx rounds (useful to balance maps)
- most gametypes have their own cvars that affect the way the gametype is played
- compass (clientsided)
- shoot the weapon out of your enemies hands (notice that they can do the same to you :D )
- and a lot more!

* an autoscreenshot function for players to make awesome screenshots of your headshots and explosive kills

* players can setup their own headshot text

* many things more!

Want to make the game more realistic? Or faster? Or a combination of both? Just make it happen.....
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Scripting
Posted: Thursday, Jul. 14, 2005 10:33 am
What's your fav mod ?
You like sof2 normal, roc mod, goldrush custom: how realistic, or what kinda settings ?
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Scripting
Posted: Friday, Jul. 15, 2005 02:37 pm
I would NEVER recommend using a newer OSP, as they were built by Monk...

I use OSP 0.3k, as it was the last stable version of OSP that Derean worked on... 0.3k, is also the newest OSP, that has raven's damage (TRUE ND) I am one of those "the way it was meant to be played" people...

the client-side file is the same for 0.3k & 0.1d++

++ has weapon adjustments, commonly refered to as the "shotty fix" which is abit mis-leading... It mostly has to do with the hit detection which effects all weapons, ++ is required by clan leagues...

---

Obviously, if I were to recommend a MOD,, it would be the one I'm using...

But I have nothing against ROCMOD, and think they do a better job, I just hate change...

If you don't mind asking in the ROC forums for help setting it up, I'd suggest you go that route instead, but I won't be able to help on MOD specific commands other than for OSP...
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