Mini-mod suggestions
rsd
Join Date: 2003-02-11 Member: 13405Members
<div class="IPBDescription">Anyone have any?</div>I'm keen to tackle a small project. Something that doesn't require any new assets, which means the restrictions would be:
- Marines only (skulk is missing run animation AFAIK, please correct me if I'm mistaken)
- Standard rifle only, although my quick DM hack adds spread and I have some other plans up my sleeve
- I'll make an exception for the hud if someone with flash skills could help out - it would be good to replace the current one
I'm not going to duplicate the work of the other guys - they're busy doing a lot of core stuff which will be useful. The idea is more a small, focussed mini-mod.
Any suggestions?
- Marines only (skulk is missing run animation AFAIK, please correct me if I'm mistaken)
- Standard rifle only, although my quick DM hack adds spread and I have some other plans up my sleeve
- I'll make an exception for the hud if someone with flash skills could help out - it would be good to replace the current one
I'm not going to duplicate the work of the other guys - they're busy doing a lot of core stuff which will be useful. The idea is more a small, focussed mini-mod.
Any suggestions?
Comments
Just need to give the marines a mission, e.g. move through the level to an exit point to win, otherwise they'll just park off in one room.
Still, that's a good idea. Could work without skulk run animations until they are included. Would look ridiculous, but still be playable.
Sounds awesome, I would like to try this.
Although I have no skill at all with modding so I can't help even though I want to.
From Player.lua
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Player.moveSpeed = 7
Player.moveAcceleration = 4
Player.gravity = -9.81
Player.stepHeight = 0.2
Player.jumpHeight = 1
Player.friction = 6<!--QuoteEnd--></div><!--QuoteEEnd-->
You can tweak those variables, or entirely replace the calculations that make use of those variables. Player movement is easily modified in any way you can imagine.
Here's some code that'll give you that (it's not toggleable in game or anything, but this is quick and dirty, if you just want to be able to screencaps)
Make a backup copy of your Natural Selection 2/ns2/lua/Player.lua.
In Player.lua, line 87, comment out the self:SetHud call:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> //self:SetHud("ui/hud.swf")<!--c2--></div><!--ec2-->
aaand, on line 644, comment out the self:DrawWeapon call:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> //self:DrawWeapon()<!--c2--></div><!--ec2-->
Like I said, not pretty, but it works. If you try shooting, you can still shoot, but your console will get error messages about trying to apply animations to models that are nil. But, if you only want screencaps, then this will remove all hud and viewmodel elements
Excellent, thank you!
No problem, I'll eventually work on some quick keybinds/bugfixes to get rid of the console errors. I've also got another mini-mod I'm playing with; no particular concept, just fooling around, but so far the features/fixes include:
<ul><li>third person, over the shoulder view</li><li>fixes weapon firing so bullets fire from character model, not from camera's origin</li><li>automatic reloading when clip is empty</li></ul>
features i'm working on adding:
<ul><li>sprinting (the animation already exists)</li><li>crouching</li><li>first/third person toggling</li><li>crouching behind cover/quick lean for shooting from cover, a la Mass Effect or Gears of War</li></ul>
I'd also be interested in playing with the idea for CTF or the Marines/Skulks "vampire" mode that someone suggested
:D
I'm really digging this idea, I think i'll start hacking away sometime this evening if I can get some free time. This would require a map with team_location entities, so I could probably throw together something quick (or somebody else could? :D) with 2 team areas with spawns
Some things to consider implementing:
Time Limit: give the marines an incentive to move to their objectives, and to keep games from lasting too long. Also, give the marines bonus time each time they capture waypoints.
Multiple Waypoints: give marines several waypoints to go to. They could have a specific order (chosen randomly at the game's start), or all be open to capture from the beginning This way the skulks have several opportunities to ambush the marines. It also prevents the skulks from camping one single spot, and wiping out all the marines in one try. Assigning waypoints to resource nodes could help the mode be implemented on maps that are not specifically designed for it. It also adds more depth to the mode than "marines racing around chased by skulks".
Timed Capture: make the marines stop at each waypoint. Maybe they have to set up an Extractor. This lets the skulks catch up, and adds a defensive element to the gameplay, so the marines can't just run out and quickly capture all the control points simultaneously, without the risk overextending their resources.
Multiple Waypoints: give marines several waypoints to go to. They could have a specific order (chosen randomly at the game's start), or all be open to capture from the beginning This way the skulks have several opportunities to ambush the marines. It also prevents the skulks from camping one single spot, and wiping out all the marines in one try. Assigning waypoints to resource nodes could help the mode be implemented on maps that are not specifically designed for it. It also adds more depth to the mode than "marines racing around chased by skulks".
Timed Capture: make the marines stop at each waypoint. Maybe they have to set up an Extractor. This lets the skulks catch up, and adds a defensive element to the gameplay, so the marines can't just run out and quickly capture all the control points simultaneously, without the risk overextending their resources.<!--QuoteEnd--></div><!--QuoteEEnd-->
Reminds me a little of Scavenge mode in Left 4 Dead 2 (except for the "turn killed marines into skulks"). It's a cool idea :D
game starts one guy is chosen randomly everybody else is against him ( he would be reconnized by an arrow on his head, he will allso have more health than the others ) and he gets points under the time he dosnt die once he is killed the point counter stops giving him points and turn goes to the guy who killed him. match stops after 5-10 minutes the guy with most points win.
a skulk could be the "president" while a bunch of marines escort it to the extraction point
they would be up against another team of marines who would win if they eliminates the skulk
Well we've got damage indicators, health bars, chat, kill messages.... :D
I absolutely agree. I just botched some code trying to get the run animation working before I knew how everything worked.
I do intend to make use of their work (with permission and credit), as well as feed anything useful I do back into it, but I'm looking to create something focussed rather than a mountain of shiny things that they have. Not a criticism at all - they're pulling some brilliant code together. I just have a different goal and prefer working solo.
agreed. I like getting my hands on code and when I'm just tinkering (like trying to pour over the NS2 lua) I definitely want to do that solo. But I don't mind "reinventing the wheel," in fact, in this case, I much prefer it. I want to get to know how this stuff works. I want to make the mistakes so I can know for the future, especially when the actual game comes out.
game starts one guy is chosen randomly everybody else is against him ( he would be reconnized by an arrow on his head, he will allso have more health than the others ) and he gets points under the time he dosnt die once he is killed the point counter stops giving him points and turn goes to the guy who killed him. match stops after 5-10 minutes the guy with most points win.<!--QuoteEnd--></div><!--QuoteEEnd-->
Branching off this idea, make a "hunt the skulk" game where the skulk player gets time for staying alive, and whoever gets a kill becomes the new skulk. Like "oddball" with no ball