my mod


(Fusen) #41

theleader thign sounds cool but needs to be explined further


BUY IOLITE VAPORIZER


(m242) #42

“A sten headshot does as much damage as a SMG headshot…”

…when you hit. The sten is far more accurate.


(bacon) #43

Added the sten to the medic (when b_rambo is 0). Medic stens have a larger spread (up from 200 to 238, and up from 122 to 145). The damage has been reduced.
Also, now soldiers only move faster when they don’t have a heavy weapon out.


(TFate) #44

Oh yeah, the accuracy thing… forgot. BTW that cvar is funny… “rambo” heh.

Do you know of any servers running this mod? Preferrably non-campaign plz, but I’m really not picky, I just want to test it out!


(Pie stealing dingo) #45

hey bacon, i tried that mod for linux, it works pretty good, but it keeps crashing near the end of the round :eek: , any idea why? (doesnt give any error messages)


(Pie stealing dingo) #46

also, about that starting skill, do u have to specify the skill, or does it work for every skill when u use it?
the first is preferable, because this way there can be medics lvl 1 (with more ammo), and not also soldiers lvl 1(which makes them use panzerfaust and mortar sooner), when u use it


(bacon) #47

Right now the leader basically does nothing. But later I hope to make it so that if you’re within 1024 quake units of the leader (being the leader counts as being outside the area, it’s sort of like being “the eye of the storm”) you get a faster charge time, more underwater time (the leader will still drown in 14 seconds), and more stamina.
Then I want to make it so that if you kill a teammate the leader can issue a warning (get rid of the complaint system) and when you get x amount of warnings you get kicked/banned.
I’ll probably even make it so that if a teammate wants to call a vote on another teammate the leader has to approve it.

All you have to do to see if you’re a leader on a server running v0.3 or higher is type “/leader” in the console and it’ll tell you if you are or not.

I think it’s the stats saver code that was partially implemented into v0.2, I’ve moved it and completed it so it shouldn’t crash there anymore.


(Pie stealing dingo) #48

ok, thats a good thing :banana: , also i think that with \b_headshot 1,u should also be able to drown, which isnt the case now, and maybe also be able to get falling damage.
just a thought


(ildon) #49

FIXED: Removed complaints (XP loss only) for landmines, dynamite, mortar, air support, airstrikes, and medics using the knife or pistols.

This sounds like a bad idea (until the leader thing is implemented). It would give anyone playing medic free reign to grief people by stabbing them all the time.

As for the leader thing, sounds like the start of a really cool idea, but just making the person with the highest XP the leader seems like a bad idea to me. Often the person with the highest XP is the most gung-ho, skilled deathmatch (aka rambo) medic, or the engineer who most actively finished objectives. It sounds to me like the leader’s responsibilities would be things that end up naturally distracting from the game (management type stuff), so if a rambo medic or busy engineer got stuck as leader, he wouldn’t be would either ignore his obligation as leader, or be too distracted to be effective at what got him to top XP. So maybe the player with the highest field ops XP/level? The fops (and originally lt) always seemed like a “leader” class to me in RTCW and ET. Plus the existing class duties of the field ops allow him to do sort of managerial tasks in addition to his existing tasks. People come to him for ammo at the start of the round, then he kinda stays back and spams. :stuck_out_tongue:


(Pie stealing dingo) #50

think it should be better to make the fireteam leaders the leaders (fireteam leader leader :D) then, and then set a max ammount of fireteams possible (like max 4)
this way each team can have 4 “leaders” and not more, is also better since there wont be 1 big swarm, but 4 smaller swarms (1 big swarm + panzerfaust = entire team dead in 1 shot)
just a thought


(ildon) #51

Good points Pie. Although it still creates the problem of “random” leaders for servers with auto-fireteam.


(Pie stealing dingo) #52

true, but lets not forget that 1 leader means there are 2 players in the game that control pretty much EVERYTHING, the other players wont like that


(bacon) #53

Leader is now determined by the highest battle sense AND damage given/received ratio on the team.
If one leader doesn’t work out I’ll just make fireteam leaders the team leaders and leave in the complaint system.


(Ifurita) #54

I’d like to see a mod which changes the complaint system. When a complaint is filed, the complainer and complainee should be teleported to a mini knife arena and made to fight it out to the death. Loser gets kicked from the server. Winner gets returned to the game from their original point


(SiliconSlick) #55

The linux version is unusable… it crashes second
map into the campaign.

It also makes all the breakable stuff unbreakable
(chairs, paintings, wooden planks over doorways).
Depending upon the map, this could be a game
stopper.

Instagib headshot mod makes eveyone use
a sniper rifle… bah.

Headshot mod should allow knife hits.
I think the change is just adding MOD_KNIFE
to IsHeadShotWeapon() at about line 735 of
src/game/g_combat.c, but I’m not sure.

Definitely need the rambo medic cvar.

The documentation (actually none at present included)
needs to include default settings (e.g. pack throwing
defaults to 128… I thought it was a scalar like shrub’s).

Looking forward to a new one, but v2-nix is broke.

The config we were playing with is here:

http://www.nd80usa.net/cfgs/home-ND80serv-servers-cfgs-custom-headshot-baconet.cfg.txt

SiliconSlick


(Pie stealing dingo) #56

but what if the complainee is a medic (health advantage) and the complainer is an engr?
or 1 of them is a cvop (damage advantae) and the other is a fdop?


(TFate) #57

Dude this mod rocks! I finally figured out how to get it working. Where can I get v0.3? I want to do the medic/sten thing… :wink:


(bacon) #58

v0.3 will be out when I fix the stability issues (mostly with player armor). This version will require a client-side download though.


(Pie stealing dingo) #59

Are there already any servers using this mod? would be nice to try them out with multiple players and not just 1 on 1 games (got too little upstream to support more ppl)
would be nice if there would be some standard servers with it (like the games.skynet.be servers use etpro (if im not mistaking))


(TFate) #60

There are a few problems with baconet v0.2. Mainly the pistol re-kickback. If you shoot the pistol really quickly the pistol will start lowering your aim indefinitely until you switch weapons. My suggestion would be removing the re-kickback (not the kickback) for all weapons and make the player have to manually re-adjust the aim. But I like the mg42 headshot thing and all the little balancing things you did. However, I couldn’t get poison needles to work… :-/

Also, could you make the rifles a tad more accurate?