thinking of making my first ET mod


(blakjack) #1

Hi all
Just thinking about it at this stage.

Impressions I’ve got from looking about the past few days is that there are quite a few bugs in the released source, bb’s, antilag and so forth, my question is obviously the mod authors (such as ETpro) have corrected them for their mods, but is there an updated source release I can use as the base of my mod? I mean something like with every q3 source release you generally got an updated zip with a few bug fixes…I don’t want to waste time reinventing any wheels. If it doesn’t exist, maybe there’s an idea for the already established mod authors?

Secondly, my first mod would be pretty basic, I have a few ideas that I’d like peeps to comment on, point out if it already exists…here goes:

-Coverts can’t steal uniforms, however they can pick locks on team doors - takes time. In the realm of dynamite planting ~5 seconds.
-Medics drop first aid as usual, but it takes time to apply. Must actively use it, nor more health carpets. In the realm of 1 second per pack, possible decreases with skill.
-Takes time for medic to revive a player. (Applying bandages etc). Possibly uses power bar. Possibly remove full revives - replace with quicker revives.
-All players can drag/pick up and carry injured players to a safer location where they can be revived by medics. Possibly uses stamina - slowed down movement when run out.
-Medics/fops can place health/ammo on racks to refill them, prevent them “sinking into the ground”. Will have to look at the counts for the racks, get a good refill/power bar usage ratio.
-Some kind of global heavy weapons restrictions EG artillery reloads/airstrike refuels mean that 4 fops can’t continually bomb an area and hold up the game with spam.

Thats the basic idea I’m looking at, obviously it would change/grow during development. I don’t have much beyond that - name etc. Thoughts?


(Seph64) #2

A few of my thoughts on some of your ideas.

-Medics drop first aid as usual, but it takes time to apply. Must actively use it, nor more health carpets. In the realm of 1 second per pack, possible decreases with skill.

This is a bad idea IMO, why? Well lets say you are a medic and grab the objective, if people are shooting you, you’d want to get health packs every second. Your idea removes this capability, making it harder for medic to keep them, and their teammates alive, since most of the time when you need to replenish health is either escaping from battle or after a battle. It already takes too much time to replenish health as it is, and you are talking about increasing that time? Sounds like a waste of time to me.

-Takes time for medic to revive a player. (Applying bandages etc). Possibly uses power bar. Possibly remove full revives - replace with quicker revives.

This is another bad idea IMO, a lot of times when people need revived, they are near the enemy, and if it takes too long to revive you’ll most likely die trying to revive him everytime. Again, this idea sounds like a waste of time.

Some of the other ideas you had are pretty good IMO.


(MuffinMan) #3

I don’t think this mod is a bad idea but that it needs the right audience. this is another attempt to make et(and formerly with rtcw it was the same) more realistic and most people don’t like more realism but of course there are some (I personally like raven shield for example but not as much as ET…)
good luck!


(bacon) #4

I’d suggest a higher time. I did this in an early version of baconET and I found that anything below 20 seconds is too short. You also might want to make it so enemy engineers can “change the lock.”
Also, this should be broadcast to all clients.


(blakjack) #5

Hey, thanks thats feedback like I was looking for :cool:

It would definitely be a different dynamic to base ET and maybe a different audience, but thats what a mod is :smiley: I understand the health slowing down the game aspect and would look into ways to counteract this. I think it would promote more running in teams of 3-4, of course that brings about panzer problems - but the changelist could change a million times by the time it was working.
I won’t be looking to make a realism mod, but the medic changes would definitely reduce the unrealism of reviving a dead mangled body with magic juice and boxes. :blah:
Thanks for the suggestions bacon, will def consider.


(=DaRk=CrAzY-NuTTeR) #6

cvops SHOULD be able to steal a uni, BUT if an enemy dies they drop the keys, someone can pick them up and open the door, if that person dies then the keys are lost


(LegoManser) #7
  • Now I like this idea. Very cool, but wouldn’t it almost be too easy? Think of fueldump, or Oasis. Some kind of warning is needed, a loud sound of someone picking a lock or perhaps it should just take longer. Make sure you can only pick the lock once or else there will be, as the term for this is - XP WHORING. (Picking lock, door closes, pick lock again, door closes…)
  • Can’t find anything wrong with this one. Go for it. I like it.
  • Good idea too. Not sure what the Fieldops will think of this one though. I just hate all kinds of air support. If you restrict that, the Fieldops need something else.
  • If you implent this it needs to be something that is very easy to do. There is almost no need for it when it doesn’t take any time to revive.
  • I don’t like that the game gets slowed down. I am wondering what you had in mind… That you stand still for a sec when you walk over a health pack?
  • I only like this idea if the drag-wounded-body gets implented. If not, then it’s the same as above. I don’t like that the game gets slowed down.

I hope you get this mod done. :slight_smile:


(bacon) #8

Nice job reading the rest of the thread :roll:


(Tavington) #9

I’d like to see a change where revived players can’t be used as shields. Make it so that when they are invulnerable after a revive, bullets can pass through them.


(blakjack) #10

Okay I started thinking about this again and I’m gonna get the source compiling on my laptop this weekend, see what i can do.

One more idea i came up with was the idea that medpacks don’t full heal. I mean, you can take a bullet or a burn or a bit of shrapnel, and first aid can help but you’ll still be injured. For the sake of gameplay, the penalty would be pretty small - maybe 25%.

So for a player with 100 health that takes 80 damage, they can only heal back up to 100 - (80 * 25%) = 80
If they then take 45 damage, they can only heal back up to 80 - (45 * 25%) = 69

Basically, a certain percentage of the damage done reduces the players “heal” level.

I’d need to make sure this didn’t promote more /kills, maybe delayed /kills and bonuses for kills at lower heal levels. I dunno, just an idea.


(bacon) #11

What I’d do is make it so that /kill doesn’t work if you’ve received (or given) damage in the last 10 seconds.


(blakjack) #12

hi again
couple more ideas for ppl to comment on and/or steal in case i never get them out:

  1. staggered reinforcements. This might sound dumb at first but i think it could work in removing some respawn exploits, such as deliberately running out at 5 seconds to respawn to get killed so you can spawn with full charge (so you dont need something like etpro’s b_stickycharge 2).
    Basically cut existing reinforcement times in half, and force a minimum time in limbo to punish players for dying/killing yourself. I know what ppl will think, it will slow down the game too much…but let me explain with an example:

Lets say axis with 30 second respawn. Half that so that reinforcements may spawn every 15 seconds, but require a X second minimum limbo period (lets say 10 seconds). So if you tap out at 11 seconds, you will spawn in 11 seconds. If you are gibbed at 5 seconds, you will have to wait 20 seconds for the respawn after the next one.

The idea being that you cant kill yourself and get straight back into the game, you cant lie and wait for a medic and tap out at 1 second and get straight back into the game, Yet overall wait time and game speed will be maintained because of the more frequent reinforcements.

  1. i chanced upon some weapon profiles from this site for an old 60s series called Combat! Anyway this is an extract from the panzer:

The Panzerfaust created an explosion of 6 to 10 feet behind the tube when it was fired. This backblast was not only deadly to bystanders, but if fired too close to building, the backblast could also hit the firer of the weapon. Therefore, the weapon could not be used in close quarters, such as inside a bunker.

The warhead automatically armed itself during flight (after traveling about 15 feet)

Accurate or no, this could be an interesting modification to the panzer. Trace backwards from the weapon a little bit…damage any entities there. Trace hits a wall, radial damage from that point. And if the panzer impacts just after being fired, it doesnt explode as it isnt armed yet. A direct hit would still deliver a lot of damage, just not explosive (gib) damage.