Axesor Posted September 4, 2015 Share Posted September 4, 2015 (edited) WARNING: Not compatible with the new patch!!! Hello guys! I was working on mutator named Hardcore mode. It's not even complete. It's ready for infantry only gameplay (becouse tanks are weak in this mutator) and sidearm weapons are not adjusted for this. It's just a little demonstration about how the game could look like in my eyes. I am not going to continue working on this mutator due to my little skills in programing. I simply don't know how to continue. This mutator brings: -balanced characters -less space for mistakes while fighting -infantry/characters are much more specialisated, unique, and fun to play. HardCore mutator download: CNC-Valley?Mutator=Hardcore.AHardCore[/i] so it should look like this: "C:\...\Renegade X\Binaries\Win32\UDK.exe" CNC-Valley?Mutator=Hardcore.AHardCore 4)Play it. 5)Don't forget to add bots. Press ~ and write addBots All I would like to know is if you like it or not. Full changelist is down below ˇ HardCore.rar Edited March 29, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 4, 2015 Author Share Posted September 4, 2015 (edited) Full change list Generaly changes Armor and health regeneration: -armor starts to regenerate after 8 seconds from the last tooked damage to its maximum. -health starts to regenerate after 8 seconds from the last tooked damage to 25 if it's less than 25hp. New time to kill: -Tier 1 character (100hp) - min TTK 0.55 sec -Tier 2 character (150hp) - min TTK 0.66 sec -Tier 3 character (200hp) - min TTK 0.77 sec -Tier 4 character (250hp) - min TTK 0.88 sec -Average TTK is 1-2+ secs -There is no more headshot damage multiplier for infantry. So there is no more 1 hit kill. -Infinite ammo. -weapons has been rebalanced -snipers and SBHs shouldn't be unfair and pain in the ass anymore Character changes Soldier -projectile speed has been increased -range has been increased -ammo in clip has beed decreased Shotgunner -range has been substantially increased -fire speed has been moderately increased Grenadier -grenades no more explodes on impact. -increased explosion radius -primary fire shoot's further Flame trooper -flamethrower should act like the real one. Projectile rises up a little bit. -it's easier to hit the target but the most damage does the center of the projectile -projectile speed has been moderately increased Marksman -fire speed has been slightly decreased. So if you click like a mad it shoots slower. It's better to time when to click Officer -range increased -ammo in clip has been decreased McFarland -Fire speed has been substantially increased -range has been increased -secondary fire costs 3 ammo now Chemical trooper -projectile speed has been increased -projectile is affected by gravity now -it's easier to hit the target but the most damage does the center of the projectile Rocket soldier -explosion radius has been increased -lock on time has been decreased from 1 to 0.8sec Sniper -now kills free infantry in 2 hits. Highter tier characters kills in 3 hits. -slight hipfire spread has been added Gunner -explosion radius has been increased -projectile speed has been slightly increased Patch -fire speed has been substantially increased -ammo in clip has been decreased SBH -laser rifle act more like burst rifle: -rifle is no more automatic -fire speed in burst has been increased -ammo in clip has been decreased Ramjet -now kills everybody in 2 hits -slight hipfire spread has been added Railgun/personal ion cannon -now kills in 2 hits -difference between Ramjet and railgun is it's fire speed. Ramjet kills you faster. What was planned to be added Generaly changes -repair gun secondary fire locks on friendly units. -adjust sidearm weapons and vehicles for new gameplay. -make grenades to be permamntly pinned to your inventory with timed c4. -decrease toxic damage over time. Weapons changes Pistol -decrease fire speed so you have to actually time when to click to shoot faster instead of clicking like a mad -increase range SMG -increase range Carbine -make it burst-fire weapon -increase range Tiberium flechete rifle -decrease fire speed -decrease ammo in clip (it should act like automatic pistol) Tiberium auto rifle -won't be automatic anymore. Heavy pistol -increase projectile speed -decrease fire speed Grenades -increase explosion radius -make it not bouncing too much Edited September 10, 2015 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 5, 2015 Totem Arts Staff Share Posted September 5, 2015 uncommon technical question, did you replace the Rx_Pawn class? if so, what about the Rx_pawn_SBH? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted September 5, 2015 Totem Arts Staff Share Posted September 5, 2015 uncommon technical question, did you replace the Rx_Pawn class? if so, what about the Rx_pawn_SBH? ^^ That.. Don't be a Yosh. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 5, 2015 Totem Arts Staff Share Posted September 5, 2015 uncommon technical question, did you replace the Rx_Pawn class? if so, what about the Rx_pawn_SBH? ^^ That.. Don't be a Yosh. *shivers at the times when SBH has nonexistent weaponry in deathmatch* Also -repair gun lock on friendly units.You can reference from UT's link gun for this part. They lock on friendly vehicles on repair mode Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 5, 2015 Author Share Posted September 5, 2015 uncommon technical question, did you replace the Rx_Pawn class? if so, what about the Rx_pawn_SBH? I did not. I extended it. It should work if the main Rx_pawn file is same, right? Tell me if its not correct. As I said, If you have any suggestions how to correct or edit this mutator, let me know, because I'm not very experienced and fully understand these things. You can also decompile it according to the BroTranquilty's tutorial and freely use the code and also edit it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 5, 2015 Totem Arts Staff Share Posted September 5, 2015 Yeah replaced as in extended. You also need to extend for SBH pawn class because they have some differences with the rest of the pawn (probably stealth and stuff) Dev homework, can you not make it into a single pawn, without having to extend to SBH Pawn and whatnot? Just use a boolean to check if that charrie is an SBH kind or not Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 5, 2015 Author Share Posted September 5, 2015 I see what's the problem. Trying to fix it now. Thanks Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 5, 2015 Author Share Posted September 5, 2015 I made an extend for Rx_Pawn_SBH but I don't know how to add it into the mutator. I also tried to override Rx_Pawn_SBH and add regeneration function into it. I named it Rx_Pawn_SBH_regen and then tried to replace it with this code: class AHardCore extends Rx_Mutator; function bool CheckReplacement(Actor Other) { if (Other.IsA('Rx_Pawn_SBH') && !Other.IsA('Rx_Pawn_SBH_regen')) { ReplaceWith(Other, "HardCore.Rx_Pawn_SBH_regen"); } return true; } but it's still not working. I am lost. Anybody know what to do? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted September 5, 2015 Totem Arts Staff Share Posted September 5, 2015 At that point mutator alone cannot cut it good. You will need to make new gametype by extending Rx_Game and change the starting pawn to your desired pawn. It's much easier and more manageable Never went as far as that due to SBH, but you can take referenc from my sandbox mod Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 5, 2015 Author Share Posted September 5, 2015 I'll look at your mod. But before I'll start continue on it, at first I'd like to see some feedbacks from people who are willing to try out this mutator in this early stage to see if it's worth to continue working on it. Quote Link to comment Share on other sites More sharing options...
Axesor Posted September 10, 2015 Author Share Posted September 10, 2015 Update: basic pistol should work now. Quote Link to comment Share on other sites More sharing options...
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