if an admin wants to change them off for balance he can
Are you suggesting that with this mod on, the game is unbalanced? That isn’t a ringing endorsement.
if an admin wants to change them off for balance he can
Are you suggesting that with this mod on, the game is unbalanced? That isn’t a ringing endorsement.
yes and no, with this option on it is unbalanced
et is unbalanced by itself, already allies have to move and axis can just camp
if a noob clan wants to verse a better one, they could use this option as it would help to even them out, this creates balance
75hp is way, way too much for someone to regenerate to. If anything, they should regenerate to 25% of their maximum hp – just enough to keep them from getting plinked by a lucky shot, but also low enough as to force them to give up their position to hunt for health.
- All players regenerate health (when crouching) upto a given amount, the default is 75 (cvars: b_regenerate, b_regRate, b_regStop).
u do know what a cvar is right?
Cut it out. What I’m suggesting is that the default makes for a very poorly-implemented mod. At the very least, the default should be much lower, because all of a sudden we’re relying on server admins to hunt through huge lists of cvars from all the mods they have loaded up?
Just added a second value for the cvar. This one only lets you regenerate upto 30% of your max health unless you’re a medic.
And since I’ve already got it so that a player’s max health is determined based on damage given/received, it could be possible to regenerate to only 1HP which defeats the purpose.
sorry, its just that i have great respect for someone who has the time to add all of the ideas in this forum into a mod whcih allows admins to have many of the features at once and for someone to get annoyed at a default value
also, 75% of most classes health is larger than 75hp
If people don’t criticize others work, how will it improve? He brought up a legitimate issue, explained why he thought it was flawed, and provided an alternative. If I made a mod I would much prefer someone like him posting about it, than someone who just blindly praised it.
New version available! I hope to have the linux version ready by Monday.
well bacon, i must admit, this sounds all very nice, really cant wait for the linux version.
keep up the good work :drink:
I see what you’re doing, trying to make medics a class that just swoop in and heal players, and then run back behind the lines. I still think that you’re going about it the wrong way, though.
This will essentially keep all but the best players from winning a 1v1 as a medic. By doing that, you’re removing all of the fun of a class. I don’t know about you, but reviving and giving out packs is only half of the game for me.
I think the best possible solution, if you have your heart set on crippling the medic, is to make the medic have 30 ammo, max, period. Picking up an ammo pack brings you back up to 30, but that’s it. Let them keep their mp40/thompson, so they’ll have a chance in a 1v1, but with only 30 rounds, you’ll never see the rambo medic.
I have two ideas. The MP40 could do slightly less damage, and the rifles could be more accurate? I think these two could be great gameplay balancers (er, that sounded awkward). BTW, how do you kill someone with a smokescreen?
EDIT: Another idea… if you want to “fix” medics then you could do the 30 ammo thing… or you could replace the SMGs with something much weaker, like an unsilenced sten or something. That way the medics can’t run in with their SMGs blasting, because it would overheat…
Decent idea, but the sten is the deadliest weapon in the hands of a skilled headshooter.
I’ve now added a cvar that will take away thompson/mp40 from medics. When the cvar is set to 0 they don’t get any, it’s set to 1 by default.
BTW, so far for the next version I’ve done this. Would like to have comments before I finish so I can make changes 
FIXED: Player stealing now revives and doesn’t send to limbo.
FIXED: Removed complaints (XP loss only) for landmines, dynamite, mortar, air support, airstrikes, and medics using the knife or pistols.
FIXED: Removed the HUD head (client-side).
FIXED: Weapon recoil is eliminated at level3 light weapons.
ADDED: added a cvar so that admins can specify if they want medics to be rambo medics (b_rambo), this would give them back the thompson/MP40.
ADDED: Breath Bar for underwater (client-side).
ADDED: Complaint XP removal is now based on hit location.
ADDED: Players slow down as their health decreases, until battle sense level 2.
ADDED: Soldiers move slightly faster than eveybody else.
ADDED: Servers can now save player stats (cvar: b_saveStats).
ADDED: Admins can specify the level they want players to start at (cvar: b_startSkill).
ADDED: Admins can reset stats at any time (command: reset_stats).
ADDED: Players can see what version of the mod they are using (command: modversion).
ADDED: Added team leaders - players who can have control over various aspects of the team, leaders are those with the highest XP (command: leader).
How about a special setting for that Rambo Medic? Maybe giving them less Ammunition like 30/30 Max?
A sten headshot does as much damage as a SMG headshot… anyway, what if you weakened the sten? I still think an overheating weapon for a medic would be a good restriction.
What exactly does the leader do? I’m not sure I like the idea…
Cool! But watch out for flamers with heavy weapons level 3 and above (no speed penalty) 