Addons & Mods Depot > OFP - Addons & Mods Beta Testing

Operation: SHOCK

<< < (2/3) > >>

Lenyoga:
@krzychuzokecia Good to know!

@nicserpiente Thanks! I'll release some guide on how to use all the global variables and units along with the mod and demo mission too.


Another small update; this time it's one of the enemy units, the cyborg assassin.

Features:
 - fast movement speed
 - medium high armor
 - high damage
 - more or less stealthy (if placed right, he goes with surprise attacks)
 - practically deaf
 - almost perfect vision
 - attack script makes him very aggressive, no respect for personal space

Bugs:
 - if alerted too early (that's why I made him deaf) he walks through walls and other obstacles
 - "fire" command doesn't make him shoot straight, so I had to use a bypass script to correct the vector speed of the projectiles
 - minor issues with the attack script (comes too close, walks into player) -- easily correctable

Little video with proof of the above claims: http://www.youtube.com/watch?v=QOKEE-Wr-Ws

Lenyoga:
So, I'm not dead yet, work is still proceeding. The demo mission has come along nicely so far, and the difficulty level also seems about right (which means I died 49 of 50 times).

Lenyoga:
Update! Modfolder + demo mission released, see first post.

SoldierEPilot:
Impressions and suggestions:

Security cards: too big too be futuristic.

Drop effects and GUI dialogs: nearly tip-top.
Ideas:
1) May be use custom drop particles 4 fusion gun spheres?
2) Make access to SS2 level map by pressing "M";

Robots would be good with more polygons and better textures.
How about to steal some from SS2 high-resolution mods like Rebirth or SHTUP?

Turrets and cameras - just perfect.

Weapons:
psi amplifier - good enough;
shotgun - need smoother iron sight edges;
pistol - very "fat", looks like water toy gun :o
 FYI: there are 2 similar (but beautiful) guns in OFP:
-USP w/ LAM in SJB_USP2.pbo
-Sig P-226 from SJB_TOSM4.pbo.
People who hate cursor targeting would be more happy to use pistol with iron sight.

Game scripts: well done.

Gameplay: rather promising.
Demo mission is hard, interesting and not completely walked through yet >:(

General note.
Interesting, this project is for SS2 fans who also plays OFP,
or for OFP people at first? In second case you have more freedom 4 creative work.
For example, I never seen fusion gun in SS2 and thus I will never
say "hey man, in SS2 it looks different!". If u will take some parts of
another game models and it will increase visual quality - no one will blame u.

The same is true for the scripts, here are some ideas:
1) You can make med hypos healing not instant, but continuing for, say, 2 minutes.
2) Ring sound after nearby explosion;
3) Random door codes.
Split an audiolog track into pieces:
Original track: "bla bla code is 34099.ogg"
After splitting: "bla bla code is.ogg", "0.ogg", "3.ogg", "4.ogg",  "9.ogg".
4 digits, 5 positions --> number of all combinations: 4^5 = 1024 - big enough.
Use random audiolog construction to make door code remembering useless, when
people can walkthrough the mission several times, but audiolog will be useful every attempt;
4) Any other SS2-style features u want, even if they are not actually present in SS2
but possible (most likely) and good-looking (I hope) in OFP.

Thanks for the work!

Lenyoga:
Thanks for the feedback!
The fusion cannon will still get an overhaul - custom drops and an animated object for the shot (similar to the original here, but less old looking https://www.youtube.com/watch?v=jI0y8UBabhM&feature=player_detailpage#t=347 )
All of the guns (especially the pistol, already started the new version in Blender, but didn't get to finish it) will be improved over time - but I'd rather not steal from SS2 mods; those guys have laserguns... and converting everything would probably be horrible, too, it's easier to just touch up the things I've made so far in Blender. And the iron sights, of course! They're still based on the old models ...
My main focus in this mod is to stay pretty close to SS2, that's why some design choices might seem outdated, like the non-randomized door codes, the 1999 design on some of the items, etc. Audiolog splitting would also create a few issues, like the ambient background noise being either cut off during the splits, or I'd have to run an extra track just for that.
True about the hypos, I'll definitely implement that!

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version