Did anyone make a new Armor class or weight Mod?
Just a curious question.... Did anyone ever make a Mod where the Mod added a new class of armor that was
lighter than the Scout class? Or, did anyone make a Mod that gave less weight to a player if he carried less
ammo/weapons/etc?
I got to thinking the other day that it might be cool to make a super-light & weakly armored very-light Scout.
He would be very agile & could jet higher & farther, but you would want him lightly armed & come up with a
way to keep him from being able to capture flags..... Make his only weapon a satchel charge & the only hand-held
weapon he could have would be a pea-shooter blaster that fired only flare grenades. No mines..... No grenades....
One repair kit..... It would be neat if the satchel would stick to enemy players lol😊
Comments
Changing attributes of armor datablocks (or vehicles) is one of the first places people typically dip their toes when first trying modding, so almost every mod you look at should have examples to show how it's done to varying degrees. Classic will probably be the most subtle, mainly making tweaks to the "feel" of the player, and then there are progressively bigger changes, like Team Rabbit 2's scaled up models and aggressive changes to their physics behaviours. Of course adding new models is rare, because it requires clients to have the download new files themselves.
A couple good examples of mods that add new very-obviously-distinct classes (while using existing models) that you can look at for inspiration in currently online servers are Meltdown 2 and RevMod 2 (which I played many hours of back in the day myself), while if memory serves there were also ultralight classes in mods like UltraXL and Renegades.
Dynamic full loadout weight is possible, but it requires mounting (either the weapons themselves or an invisible "virtual" weights representation) in the player's image slots, of which there are 8, though only 3 or 4 typically used on players; the weapon slot (0) which sets what appears in your hands, the auxiliary slot (1), the backpack slot (2), and the flag slot (3). To calculate an object's mass, the game will walk through all mounted images and sum up their individual datablock masses to add to the base object. By default, ShapeBaseImageData blocks will have their "mass" set to 0, which is why you won't have noticed an difference of mobility in base/classic when you drop your weapons, but if you spend some time carrying deployable packs like inventories or turrets/barrels, you can keep an eye out for the difference.
I don't have a direct example that comes to mind where this system was used beyond the basic pack weights, but I want to say there was an updated version of GTW that was using these image slots more comprehensively.
Satchel charges sticking to players is also possible, in the most basic implementation you'd effectively just test for collision with a player and on hit keep track of the relationship to detonate them at will. The tricky part is getting a satchel object to appear to stick in roughly the place it hit... because the game does have limited support for mounting some objects directly (think players in vehicle seats or turrets on tanks), but items (i.e. the actual physical thrown satchel charge you see in the world) don't have mounted transforms implemented, so even if you were to use player.mountObject(satchel, node), while it'd say the object is mounted if asked, it won't stick to or follow the player.
To get around this you can mount an image as you would any normal weapon or pack/flag (which are item objects in the world, use mounted images when shown on a player) in one of the slots I mentioned. Mounted images can't be scaled, or dynamically given relative positions, but their datablocks do have static mount offsets and rotations. Key word static: those offsets aren't changing without changing the datablock, which changes it for every instance of the image. For every fixed position on the player you want the satchel to possibly stick to, you'd need a separate datablock.
You could also create and mount a StaticShape object when needed, which could be scaled, but cannot be rotated/repositioned relative to the mount point. It'd always be in the exact position and rotation of the node it's mounted to.
If the specific visual component of a stuck satchel is less important, you could instead attach a beacon to the target player, allowing the person who stuck the satchel to track their prey, or simply mount a particle emitter/light for an indication that they have a satchel attached... or, for goofyness, have the satchel charge item fly around following the player like a locked missile.
I think a few mods have done some variety of sticky explosive
........."or, for goofyness, have the satchel charge item fly around following the player like a locked missile"..........
LOL Hahaha !!!! 😂 "Get it off me Get it off me now!!!" .........."I need an EOD technician"
Thanks so much for the reply & the closing mental image ..... Hehehe.... !!! 😂
In T1 if you had been naughty on certain servers the badmins could force you to wear a "pickle hat", said pickle hat being a cactus spawned forever atop your helmet. Full sized, moving as you did.
Pickle Hat
:D
Also off the topic, Plasmatic coded his T1 Annihilation server to be able to use bases as flyable vehicles. Imagine flying the Raindance base over to the enemy camp.
LOL !!!!