I really want to make an AI MOD but I can't find what file you altered to change the AI behaviour. could you please tell me which file I need to edit, I'm trying to learn but finding information regarding this on the NET is hard
mainly I want to increase at what distance they can see you and start to attack
As someone who's been playing this game for like 13 years, I like the idea of this mod, but found some technical problems:
Bugs:
bug 1) gun will try to auto-draw when leaving water or a vehicle, this can cause rubber banding (being pulled back to car after already walking away), falling "off" the map, not being able to surface well swimming (forced drowning) and once or twice I've had my hp randomly just drain the second I touched the water.
solution= disable auto-draw suggestion= clicking fire should draw last held weapon
bug 2) when picking up weapons game forgets how much ammo player had.
solution = no clue
Bug 3) black GPS, I like it. BUUUT people been complaining and not every one been playing this game for years soooo
solution: one mod I used had a very cleaver fix, they couldn't get rid of arrow so they made it a dot instead and locked GPSrotation so it doesn't turn with player; that mostly worked. ps) If you use this fix please leave a version with blank GPS or GPS with no pointer for me :-)
EDIT found New BUGs:
[new] bug 4 ) I have tested this with shotguns, LMG's, assault rifles and pistols; in every case, enemy damage output is higher than player. Feels clunky as all hell, im 97% sure that's not the intent hence filling it as a bug @_@
Thats the bugs, now for some suggestions, tweaks and fixes.
Suggestions:
note1) Grenades, the last thing one wants to do when throwing a grenade is lose track of where your sending it xD [in current state they are borderline unable] I think the main complaint, about the camera weaving around, is because of the grenades.
Solution
grenades throwing animation should be reverted to vanilla, but player starts with only 1 and after upgrade can have a max of 2 (Molotov can keep vanilla animation and amount as their generally less lethal and more tactical) this seems to be a playable, simple but still challenging solution.
note 2) pistol switching should be faster, so pistols feel more like a secondary (backup) weapon. Rule of thumb is they should be faster do draw than it is to reload.
But, for this game faster than the ‘un-jam’ animation should be good enough. so: I recommend still playing the 'putting-away-current-weapon' animation, but using the vanilla pistol draw animation. making pistols 50% faster to draw. should be a practical middle ground
note3) Healing... who would stop, to stow a weapon properly, when their bleeding out? Panic is Panic.
SOOO if player needs critical healing; healing animation is vanilla but player throws away what ever weapon they were using.
This way its: quick heal, drawing secondary, then grab original weapon (if possible) All this takes longer than: 'put away weapon and heal' But the heal is INSTANT.
so no getting mad at the mod, as you bleed out while stuck in the 'packing-away-gun' animation.
note4) would it be able to make the map scale change a rebindable button?
note5) Please make FAL semi-auto, just so it stands out a bit more :-D
Good luck, hope you can make this mod capture the essence of the vision that inspired you to start it.
I'm using Scubrah's mod and would like to know which files you modified, such as changing weapons' damage output or longer animations or the hand-drawn map icons. I've been using Gibbed Dunia to manually add more mods.
One of the annoying tidbits is regarding all mods with "Clearing Outposts": Once all enemies are dead (with notification popup), you can't scout that one and has to wait until enemies have respawned for it to count. Even on successful scouting resources the icon will disappear when everyone is dead too.
Gibbed Dunia <- this I must cheak out, could you drop me a link
about your "annoying tidbit" I have been scouting bases after killing all enemies only, but I have not had reason to re-scout position, I'll cheak for you if this bug is in this version.
"Now the player must navigate solely based on the map as the GPS and player position arrow have been removed." Some games are well made, many things in them do not need to be improved, or you have to try very hard to make them even better. The game has excellent user-friendly navigation. And with such changes, you just make the game worse, there is absolutely no interest in looking at the map 10 times instead of 2 each time. The game has malaria, add a cloudy screen every minute, GG is sick, it's difficult, realistic, but completely uninteresting and unnecessary... Of course, it's easier to remove the arrows, part of the content and call it a "smart" solution. Than, for example, remove patrols with machine guns from which it really burns and make patrols 50-50 random, with peaceful and aggressive enemies from 1 to 4 people in the car...
"currently I do not have the full time to fix as of now however when you start a brand new game DO NOT try to escape the town. There is a chance of softlocking the game. It is best to leave the hotel and fight in the streets until you die and the game will function as normal from there. I apologize :(" what do you mean by this? I die then I just get a black screen and nothing happens [fixed]
Love the changes that add more meaning (especially slowing down movements). Excited for the future of FC2 even though as of now this is unplayable thanks to Pala shootout softlock.
I know this is called 'misery' but an honest piece of advice is I think you take 'realism' and immersion a bit too literally.
I'm borderline seasick after 1 minute with this mod, seeing as every weapon switch has the camera spasm out all over the place for something like 3 seconds at a time.
Such motions don't translate well into games when taken literally and don't increase immersion, they just get incredibly tedious.
24 comments
mainly I want to increase at what distance they can see you and start to attack
THE GOOD
blank GPS [I like it]
long weapon change animations [needs some polish]
player goes down quick [makes every decision high stakes]
THE BAD
Enemy's take more hits than player to down, bad for immersion and feels clunky
Grenades are borderline useless[take forever to throw and you never know where they going to land]
jump is reduced making player not able to accesses areas game intends player to reach.
THE BUGS
swimming is broken
getting out of vehicles is buggy
getting off of DLC bike and throw you off world and break game
ammo for weapon types resets every time you pick up a new weapon
AI have higher damage output than player
As someone who's been playing this game for like 13 years, I like the
idea of this mod, but found some technical problems:
Bugs:
bug 1) gun will try to auto-draw when leaving water or a vehicle, this can cause rubber banding (being pulled back to car after already walking away), falling "off" the map, not being able to surface well swimming (forced drowning) and once or
twice I've had my hp randomly just drain the second I touched the water.
solution= disable auto-draw
suggestion= clicking fire should draw last held weapon
bug 2) when picking up weapons game forgets how much ammo player had.
solution = no clue
Bug 3) black GPS, I like it.
BUUUT people been complaining and not every one been playing this game for years soooo
solution: one mod I used had a very cleaver fix, they couldn't get rid of arrow so they
made it a dot instead and locked GPSrotation so it doesn't turn with player; that mostly worked.
ps) If you use this fix please leave a version with blank GPS or GPS with no pointer for me :-)
EDIT found New BUGs:
[new] bug 4 ) I have tested this with shotguns, LMG's, assault rifles and pistols; in every case, enemy damage output is higher than player.
Feels clunky as all hell, im 97% sure that's not the intent hence filling it as a bug @_@
Thats the bugs, now for some suggestions, tweaks and fixes.
Suggestions:
note1) Grenades, the last thing one wants to do when throwing a grenade is lose track of where your sending it xD
[in current state they are borderline unable]
I think the main complaint, about the camera weaving around, is because of the grenades.
Solution
grenades throwing animation should be reverted to vanilla, but player starts with only 1 and after upgrade can have a max of 2
(Molotov can keep vanilla animation and amount as their generally less lethal and more tactical)
this seems to be a playable, simple but still challenging solution.
note 2) pistol switching should be faster, so pistols feel more like a secondary (backup) weapon. Rule of thumb is they should be faster do draw than it is to reload.
But, for this game faster than the ‘un-jam’ animation should be good enough.
so: I recommend still playing the 'putting-away-current-weapon' animation, but using the vanilla pistol draw animation. making pistols 50% faster to draw.
should be a practical middle ground
note3) Healing... who would stop, to stow a weapon properly, when their bleeding out?
Panic is Panic.
SOOO if player needs critical healing; healing animation is vanilla but player throws away what
ever weapon they were using.
This way its: quick heal, drawing secondary, then grab original weapon (if possible)
All this takes longer than: 'put away weapon and heal'
But the heal is INSTANT.
so no getting mad at the mod, as you bleed out while stuck in the 'packing-away-gun' animation.
note4) would it be able to make the map scale change a rebindable button?
note5) Please make FAL semi-auto, just so it stands out a bit more :-D
Good luck, hope you can make this mod capture the essence
of the vision that inspired you to start it.
One of the annoying tidbits is regarding all mods with "Clearing Outposts": Once all enemies are dead (with notification popup), you can't scout that one and has to wait until enemies have respawned for it to count. Even on successful scouting resources the icon will disappear when everyone is dead too.
about your "annoying tidbit" I have been scouting bases after killing all enemies only, but I have not had reason to re-scout position, I'll cheak for you if this bug is in this version.
Of course, it's easier to remove the arrows, part of the content and call it a "smart" solution. Than, for example, remove patrols with machine guns from which it really burns and make patrols 50-50 random, with peaceful and aggressive enemies from 1 to 4 people in the car...
It is best to leave the hotel and fight in the streets until you die and the game will function as normal from there. I apologize :(" what do you mean by this? I die then I just get a black screen and nothing happens
[fixed]
I have bug with the GPS, its screen is always black/blank and displays nothing. Same with the phone.
I'm borderline seasick after 1 minute with this mod, seeing as every weapon switch has the camera spasm out all over the place for something like 3 seconds at a time.
Such motions don't translate well into games when taken literally and don't increase immersion, they just get incredibly tedious.