NEW Crazy MOD from {SFX}

Started by PacRac {sfx}, March 02, 2015, 02:25:09 PM

Previous topic - Next topic

PacRac {sfx}

OK MAW clan challenged us to create a crazy mod for them.

I've got and idea for a crazy one, yet is still an idea havent tested it yet if it is all possible to pass from ideas into working script. It will be called " Drunk Of Honor "  ;D

So here is the thing it wil be something similar to capture the flag. So 1 team has to invade others teams headquarters and steal 1 beer bottle, then that player will have to run as fast has possible out of there and take the beer with him to his base. Now the funny crazy part, player will be drunk at the process, so it will be twisting and leaning has hell (also some stumble ;) ) trying to keep straight while running away from enemies.

Will have to rely on their team mates help to succees with his runaway.

If he dies, beer will fall on ground if enemy catches it, it will go straight away to their headquarters and no goal.

There will be the best of 3 with 5 minutes per round. Team-match gametype...but it can be changed to other gametype fraglimit or time of round (need to discuss and try it).

So would love ur opinion , and lets gather all ideas and make a new funny and crazy mod :DDD

Will be waiting for ur reply

Cheers,

PacRac

Cobra {sfx}

I think Card made a steal the beer mod (or someone lol) but you werent drunk or anything haha.

I think it (or they) should just be made simple mods ... like booby traps or something, thats why i held that competition (that no-one enterered lol ) - simple little scripts which means you can make lots of different types easily, lets see what else peeps can add to the ideas here :)
Sleep? What is that?

PacRac {sfx}

yes m8 saw a steal the beer mod once too but it was only to get to beer and steal it winning round. Here is different, u have to steal and take it with u and if u die ur teammate has to pick it up all that pick it up will get drunk :D

Ye we can also work on booby traps, All post your ideas.

;)

Goober {sfx}

I like the idea. You should have it so that the longer the player has the beer, the more drunk they will get.

Goober {sfx}

Another project. Did we get anything started on this one?  :D

PacRac {sfx}

#5
i've started to a few months ago but never worked on it since then. Will grab this project soon.

Goober {sfx}

Here's Viper's Steal-The-Beer mod. Maybe we can base it off of that.

Alex

Quote from: Goober {sfx} on August 29, 2015, 12:09:56 PM
Here's Viper's Steal-The-Beer mod. Maybe we can base it off of that.

it won't let me open the file...  :(

Gotcha {sfx}

This sounds fun, and I love crazy stuff. Tonight when I get home I'll play around with emulating a drunk feeling. If I get anywhere ill post my findings! Have some ideas though.

PacRac {sfx}

Ye we need to create a sequence of movements and crouchs to make the player walk as a drunker ;D. Also would be good to work on a foggy or distorced view . this is challeging and dunno what is possible to do but i was thinking of making this Server side and not clientside. So we need to work around and find all possible ways to do it without the need of a download

Gotcha {sfx}

Yes, it's gonna be a challenge.

Can you adjust the run speed for just one player?
Or set timescale (high, not slowmo) on just one player?

I'm thinking safezoom 1000 (or some other number, depending) to give the player a distorted view.

Also guys, idk how this could be made because it would require high health, thus making the person nearly invulnerable, but... When you raise a players health too much, around 35,000, it causes the game to think the player is dead and the camera cocks sideways and sways back and forth with the players idle head movements. This would make a great effect in this situation, but the health would be a concern as it goes negative and takes massive damage to kill.

Maybe find a base high point to set the health at and loop a check and kill the player when his health drops 100 below the base high point. But I'm not sure how to give the appropriate player the kill for it, since he'll be killed on command. I guess a registerev with reborn.

Anyone with admin pro try this, use the comman "rcon admin_cmd # hurt -17000" on yourself, do this twice possibly a third time, and you can see this swaying effect I describe. Maybe we can find a way to emulate this effect instead of depending on health. It makes it very hard to walk and shoot people, especially accurately. This effect combined with safezoom and some stufftexted leans/strafes would probably make a great drunk effect. I'll test things tonight and post a video if I get anything good.

PacRac {sfx}

#11
Humm! Nice discover u made with the health thing didn't know that m8. Well i was thinking to add a combination of force movements to the player looping while he is drunk. like forcing him to walk to sides changing leans and changing the look movements in circles, that is possible to use with stufftext. But never tried that stuff with the health that might give a nice effect though. We must not forget that the beer holder (the drunk one) has too run away to his base and he can be killed so we should not mess with his health otherwise it will be hard to kill him.

I will have some free time soon then i will grab this a bit also, sadly i've been pretty busy with work, family and ETT Clan :/

But yes gotcha that might be the best way to get a nice drunk effect m8. we can try your option just need to preserve the health at 100.

=[M.A.W]=DoubleKill

#12
Quote from: Gotcha on August 30, 2015, 06:36:41 PM
Yes, it's gonna be a challenge.

Can you adjust the run speed for just one player?
Or set timescale (high, not slowmo) on just one player?

I'm thinking safezoom 1000 (or some other number, depending) to give the player a distorted view.

Also guys, idk how this could be made because it would require high health, thus making the person nearly invulnerable, but... When you raise a players health too much, around 35,000, it causes the game to think the player is dead and the camera cocks sideways and sways back and forth with the players idle head movements. This would make a great effect in this situation, but the health would be a concern as it goes negative and takes massive damage to kill.

Maybe find a base high point to set the health at and loop a check and kill the player when his health drops 100 below the base high point. But I'm not sure how to give the appropriate player the kill for it, since he'll be killed on command. I guess a registerev with reborn.

Anyone with admin pro try this, use the comman "rcon admin_cmd # hurt -17000" on yourself, do this twice possibly a third time, and you can see this swaying effect I describe. Maybe we can find a way to emulate this effect instead of depending on health. It makes it very hard to walk and shoot people, especially accurately. This effect combined with safezoom and some stufftexted leans/strafes would probably make a great drunk effect. I'll test things tonight and post a video if I get anything good.

Hi all :)

For the part of the player be invulnerable if you do like this:


local.player notsolid



the player dont take damage normaly is used on the spawn protection if you whant the player to be invulnerable only for some time you create a code with a timer when he reach that timer gets solid again.



PacRac {sfx}

#13
thanks for the tip doublekill but we want the player to be vulnerable.

So what i meant to do with the Drunk felling was something like this. Using a simpler script is better.

Just add this at the end of the file DMprecache.scr

level waittill spawn
exec global/Drunk.scr::drunk


Make a scr file inside global folder named Drunk.scr

inside Drunk.scr add this:

drunk:
level.drunk = 1
thread drunker
wait 30
level.drunk = 0
end


drunker:
wait 5
iprintlnbold_noloc "Becoming Drunk in 5 seconds...."
wait 5
while (1)
{
if (level.drunk != 1)
{
$player stufftext "centerprint I_AM_SOBER_NOW!!:D"
end
}
if (level.drunk == 1)
{
waitframe
$player stufftext "centerprint WOW!!I_am_Drunk!!"
$player stufftext "+lookdown"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "+button4"
wait 0.4
$player stufftext "-button4"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "+button5"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "-button5"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "-lookdown"
wait 0.4
$player stufftext "+lookup"
wait 0.4
$player stufftext "+moveleft"
wait 0.4
$player stufftext "+button5"
wait 0.4
$player stufftext "-button5"
wait 0.4
$player stufftext "-moveleft"
wait 0.4
$player stufftext "+button4"
wait 0.4
$player stufftext "+moveright"
wait 0.4
$player stufftext "-button4"
wait 0.4
$player stufftext "-moveright"
wait 0.4
$player stufftext "-lookup"
wait 0.4
}
waitframe
}
end


This is a scratch but is just to give you an idea of how we could do it.


Gotcha {sfx}

I was thinking of trying to find a way to emulate the effect negative health has. Like, not give the player health, but give the effect. There's a way to move the camera, like Rindog's punishment that turns the camera upside down. Maybe instead of upside down maybe we can make a swaying effect with it. I just have to figure out what exactly the game does when it "thinks" the player is dead.

I'm gonna look into this today and post my findings.