My Mod: ProFrag


(MessiaH) #1

Here’s what I’ve added/changed in my mod so far
Tell me what you think, after the next beta test or 2 I might release it.

ProFrag v1.0 Mod

Mod Additions

-Engineers can construct things while in warmup mode.
-Global MG42 repair message is sent also displaying the team who had fixed their MG42.
-When a team has as many landmines placed as possible a global message is sent.
-When a landmine is planted it takes 5 seconds after arming for it to be able to be disarmed
-Global landmine armed message is sent also displaying the team who has planted a landmine.
-Global landmine disarmed message is sent also displaying the team who has disarmed a landmine.
-When a dynamite is planted it takes 5 seconds after arming for it to be able to be disarmed.
-Global dynamite armed message is sent also displaying the team who has planted a dynamite.
-When an engineer plants a dynamite near a team construction or objective, 3 points are deducted from their score.
-Grenades are thrown much further.
-Dynamite is thrown at a smaller distance.

New Mod Commands

pf_dynaTime ( Default = “30000” )

This command allows you to change the time at which dynamite explodes after being armed in mileseconds.
Example: Setting it to 40000 = 40 seconds

pf_foSten ( Default = “0” )

If this command is set to 1, Field Ops spawn with a Sten as a secondary sub-machine gun.

pf_solAkimbo ( Default = “0” )

If this command is set to 1, Soldiers spawn with Akimbo pistols (Colt or Luger according to their team) with no need for higher rank level.

pf_noDrop ( Default = “0” )

If this command is set to 1, no weapons will drop from the player when they die.

pf_noKill ( Default = “0” )

If this command is set to 1, a player will not be able to /kill themself through console.
If they try to a message is sent saying the use of /kill is disabled on this server.

pf_noObit ( Default = “0” )

If this command is set to 1, all player killed/death obituary messages are disabled.

:drink:


(nUllSkillZ) #2

First thought after reading your modifications:
-pf_dynaTime:
If you change the time the dyn takes to explode you should also change the tme that it takes to disarm the dyn.

The changes concerning the landmines are good idea’s.
May be you can also give a message when a mine blows up (you tell that one is disarmed already).

Thats all for the moment.


(MessiaH) #3

Thanks null.

New Command Added:

pf_dynaDisarmTime ( Default = “5000” )

This command allows you to change the time before a dynamite is able to be disarmed after being armed in mileseconds.
Example: Setting it to 1000 = 1 second


(MessiaH) #4

The command doesn’t change how long it takes to disarm.
But how long it takes for it to be possible to disarm after it’s planted rather.

Sorry if there was any confusion.


(Ramoonus) #5

i really want this mod when it comes out
its wicked
any other new funcitions? sticky-nades yes/no?


(Lanz) #6

-Engineers can construct things while in warmup mode.

Doesn’t sound like a good idea imo.


(pgh) #7

Agreeing with Lanz. Not good. :frowning: And tbh, the FieldOps with Sten either… :confused: Bit too much firepower there…

Further grenades is a good thing, maybe increase there bounce a bit and decrease the angle there throwing at? Sticky nades would be good too.


(MessiaH) #8

Why is constructions in warmup a bad thing?
I increased the angle of the grenade they throw at, which is a factor of how far they’re thrown.

BTW, what is a sticky grenade?

Thanks Ramoonus! :slight_smile:


(Ramoonus) #9

sticky grenades, see the topic somewhere @ this part

Why is constructions in warmup a bad thing? No need, it only helps people to get more XP

And a CVar for weapon acc. server-side???


(MessiaH) #10

I just made an attempt for sticky grenades.
When an engineer throughs the grenade it explodes upon contact with any surface!

Maybe that’s better than sticky grenades? :smiley:


(pgh) #11

Kinda ruins the point of the game? Imagine fueldump? They build the bridge using 5 engys on spawn before giving the nme a chance to defend it? :slight_smile: Cmon, common sense.


(MessiaH) #12

LOL, as soon as you replied I fixed it.

New Command Added

pf_stickyGrenades ( Default = “0” )

If this command is set to 1, when a grenade is thrown it sticks to the surface of any object until explosion occurs.


(MessiaH) #13

Command Update

If pf_stickyGrenades is set to 1, grenades will now stick to func_explosive entities such as glass windows, instead of breaking through them.

The code I used for this was:


if( ent->s.weapon == WP_PANZERFAUST || ent->s.weapon == WP_MORTAR_SET )
			impactDamage = 999;	// goes through pretty much any func_explosives
		else
			impactDamage = 20;	// "grenade"/"dynamite"		// probably adjust this based on velocity
		if ( pf_stickyGrenades.integer == 1 ) {
			if( ent->s.weapon == WP_GRENADE_LAUNCHER )
				impactDamage = 0;
			if( ent->s.weapon == WP_GRENADE_PINEAPPLE )
				impactDamage = 0;

		}

Cheers! :drink:


(HairyPlums) #14

Surely any kind of XP gained in the warmup will be lost upon map start :???: If this wasn’t the case, you’d see some rambo-types charging out in long-warmup servers to get a few quick kills in on the enemy to increase light weapons, etc…


(MessiaH) #15

Surely any kind of XP gained in the warmup will be lost upon map start :???: If this wasn’t the case, you’d see some rambo-types charging out in long-warmup servers to get a few quick kills in on the enemy to increase light weapons, etc…[/quote]

Exactly, that’s what I assumed as well.


(MessiaH) #16

New Command Added

pf_panzerRange ( Default = “20000” )

This command controls the time it takes for a panzerfaust rocket to explode after being shot in mileseconds.
Example: Setting it to 10000 = 10 seconds


(bacon) #17

I don’t see how that’s sticky. All you’re doing is taking away the damage.
Your mod seems to be just a few weapon things, why not try adding things that aren’t weapon specific?
The only thing that isn’t weapon specific is the nokill cvar but that’s been done before.


(MessiaH) #18

I don’t see how that’s sticky. All you’re doing is taking away the damage.
Your mod seems to be just a few weapon things, why not try adding things that aren’t weapon specific?
The only thing that isn’t weapon specific is the nokill cvar but that’s been done before.[/quote]

Yes, if you take away the damage they stick to windows, instead of crashing through them.

0 impact damage = no chance of breaking


(bacon) #19

But then they only stick to windows don’t they?


(MessiaH) #20

Nope, they stick to everything.