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Report article RSS Feed Battle-Force Universe - Getting Started

Battle-Force's many features and how to explore them all.

Posted by Pretador on Feb 4th, 2012

Overview:

  • General Information
  • Gameplay
  • Controls
  • Vehicles & Turrets
  • Purpose
  • Known Bugs
  • Functions
  • Further development
  • How to install BFMP

General Information:

So now you are probably wondering "What is Battle-Force: Multi Player?", Battle-Force: Multi Player is a mod that I have been working on for a long time now, the big goal of this mod is to turn HL2:DM into realism, and as well add new maps, weapons, team menus, class menus, new functions, new possibilities, OrangeBox engine & Coop. You will see more about its unique functions further on in this thread.

Game Details:


GAME NAME: BATTLE-FORCE: MULTI PLAYER & BFMP

DEVELOPER: FUN-PIRANESI MODDING TEAM

PUBLISHER: FUN-PIRANESI MODDING TEAM

GAME REQUIRED: SDK BASE 2007, HL2:DM & HL2 (THIS IS A MODIFICATION FOR HALF-LIFE 2, HALF-LIFE 2: DEATHMATCH & SDK BASE 2007)

 SPACE: 2.5GB 

GENRE: ACTION, FPS, COOP, REALISM, SCI-FI!

ENGINE: LATEST ORANGEBOX ENGINE

CLASSES: ASSAULTER, SUPPORT, MEDIC & HEAVY

TEAMS: TEAM REBELS & TEAM COMBINE

RELEASED: 28 DEC, 2010! (Stable Beta)

 CURRENT VERSION: V6.75 BETA DOWNLOAD LOCATION: Moddb.com...force 

DEVELOPER STATUS: VERY ACTIVE

DEVELOPER GOAL REACH: 98% (BETA)

MATERIALS / TEXTURES: 99% DONE

MODELS / WEAPONS / PROPS: 99% DONE

MOD SCRIPTING: 98% DONE

C++ CODING / PROGRAMMING: 97% DONE

SOUND ENGINEERING: 99% DONE

LEVEL DESIGN: 95% DONE

MAPS:

BF_Badlands (VEHICLES AVAILABLE)
BF_pool_party
DM_Arctic_Vendetta_War_SE_V1
dm_arena51
dm_avalon
dm_Blackmesa
dm_bridge_b2
dm_canals_works_final
dm_cloudcity
dm_corrugated
dm_darkmatter_b2
dm_gulch
dm_lockdown
dm_lost_isle
dm_lost_monastery_v1
dm_mines
dm_overwatch
dm_powerhouse
dm_resistance
dm_runoff
dm_steamlab
dm_underpass
rp_cg_gtown_v03_day
rp_tb_city45_v02n
spmc2_aaron_da_killa
dm_ravenholm
dm_grenade_war
BF_Coast (VEHICLES AVAILABLE & TURRETS)
BF_Coast_Huge (VEHICLES AVAILABLE & TURRETS)
BF_Islamabad


Gameplay:

Class name and weapons for each class:

Assaulter: SMG1 /w Grenade launcher & Assault Rifle.
Support: Shotgun & RPG.
Medic(Sniper): Sniper Rifle & Crossbow.
Heavy: AK-47 & K100.

Standard weapons for every class ( max 5 weapons for each class, some has revolver, some hasn't ): Frag Grenade, Revolver, SLAM, Pistol, Phys Cannon, Axe & Stun Stick.
Controllable weapons: Ground turret & Vehicle turret.

Full Weapon List: ( All projectile & bullet weapons has either ironsight or dynamic scope )

AK-47 ASSAULT RIFLE
SNIPER RIFLE /W DYNAMIC SCOPE SIGHT
PISTOL
.357 MAGNUM/Revolver
GRAVITY GUN
CROSSBOW /W DYNAMIC SCOPE SIGHT
AXE
STUN STICK
ASSAULT RIFLE
SHOTGUN
SMG1 /W GRENADE LAUNCHER
FRAG GRENADE
S.L.A.M LAND MINE
RPG-7
K100 HEAVY MACHINE GUN

BFMP consists of Three gamemodes: Team Battle, War, NPC War/NPC Defense.

Team Battle:

Play as a Team in small maps, gain the highest score to win, make use of your Ironsight function and your leaning functions to take out the enemy, and as well play strategic in order to prevent sudden deaths of your team members, as mentioned, this is a realism mod, so that means that you will die of barely 5 bullets, so seek cover and use the leaning functions in order to stay alive, and as well make use of the classes, sniper class should back up your team as they push forward along all the debris and corpses, while the supporter should be used to take out many targets at once, due to that he wears a powerful RPG.

War:

Similar to Team Battle, but the difference is that War gamemode will feature bigger maps, vehicles will be able to be driven and as well ground turrets will be available for use.
The goal of this gamemode is that Team Combine has to prevent Team Rebels from breaking through all of their bases, with other words, don't let the Rebels escape!

NPC War/NPC Defense:

This gamemode will feature NPC's, the maps for this gamemode will be arena stylish and all the players will fight against npc's and it will get tougher and tougher afterwards, so good team play is necessary here, and as well don't wast ammo, after each boss fight there will be spawned supplies for each class so that you can buckle up for the next waves and then after a wave of low damaging npc's another boss will spawn, it will be similar to L4D & Lost Planet, this gamemode is still not completed though, it will be featured in the v7.0 release. So I'm still open to change this concept if anyone has a better idea/recommendations.

( BFMP is Team Play only mod and features the same classes on both team Rebels & Combine. But with different melee weapons. )

BFMP also features Regenerating health, when you get hit by bullets veins will appear on the screen indicating that you should get some cover to heal up. If you lose more health then the veins will appear more intense. If you are lightly wounded it will barely be visible, but noticeable.
Controls:

Here I will show you the default controls for BFMP, if you have tried Insurgency then you will be familiar with these controls as it is the same controls that is on Insurgency:

code:
"blank"     "=========================="
"blank"     "#Valve_Movement_Title"
"blank"     "=========================="
"+forward"        "#Valve_Move_Forward"
"+back"         "#Valve_Move_Back"
"+moveleft"       "#Valve_Move_Left"
"+moveright"      "#Valve_Move_Right"
"+speed"              "#Valve_Sprint"
"+jump"         "#Valve_Jump"
"+duck"         "#Valve_Duck"
"+leanleft"       "Lean Left"
"+leanright"      "Lean Right"
"blank"     "=========================="
"blank"     "#Valve_Combat_Title"
"blank"     "=========================="
"+attack"       "#Valve_Primary_Attack"
"+attack2"        "#Valve_Secondary_Attack"
"+reload"       "#Valve_Reload_Weapon"
"+use"          "#Valve_Use_Items"
"phys_swap"       "#Valve_Gravity_Gun"
"impulse 100"     "#Valve_Flashlight"
"+zoom"         "#Valve_Suit_Zoom"
"slot1"         "#Valve_Weapon_Category_1"
"slot2"         "#Valve_Weapon_Category_2"
"slot3"         "#Valve_Weapon_Category_3"
"slot4"         "#Valve_Weapon_Category_4"
"slot5"         "#Valve_Weapon_Category_5"
"slot6"         "#Valve_Weapon_Category_6"
"invnext"       "#Valve_Next_Weapon"
"invprev"       "#Valve_Previous_Weapon"
"lastinv"       "#Valve_Last_Weapon_Used"
"use weapon_crowbar;use weapon_stunstick" "#HL2_Crowbar_Menu"
"use weapon_physcannon" "#HL2_GravityGun_Menu"
"use weapon_pistol"   "#HL2_Pistol_Menu"
"use weapon_357"    "#HL2_357Handgun_Menu"
"use weapon_smg1"   "#HL2_SMG1_Menu"
"use weapon_ar2"    "#HL2_Pulse_Rifle_Menu"
"use weapon_shotgun"  "#HL2_Shotgun_Menu"
"use weapon_crossbow" "#HL2_Crossbow_Menu" 
"use weapon_frag"   "#HL2_Grenade_Menu"
"use weapon_rpg"    "#HL2_RPG_Menu"
"use weapon_SLAM"   "#HL2_SLAM_Menu"
"ironsight_toggle"    "#MOD_ironsight_toggle"
"blank"     "=========================="
"blank"     "#Valve_Communication_Title"
"blank"     "=========================="
"+voicerecord"      "#Valve_Use_Voice_Communication"
"inm_radio1"      "#INM_Keys_Radio1"
"inm_radio2"      "#INM_Keys_Radio2"
"inm_radio3"        "#INM_Keys_Radio3"
"shout_menu"            "Radio Command Menu"
"messagemode"     "#Valve_Chat_Message"
"messagemode2"      "#Valve_Team_Message"
"radio1"            "#Cstrike_Standard_Radio"
"radio2"            "#Cstrike_Group_Radio"
"radio3"            "#Cstrike_Report_Radio"
"blank"     "=========================="
"blank"     "#Valve_Miscellaneous_Title"
"blank"     "=========================="
"jpeg"          "#Valve_Take_Screen_Shot"
"+showscores"     "#Valve_Display_Scores"
"chooseteam"        "Choose Team"
"chooseclass"               "Choose Class"
"impulse 201"     "#Valve_Spray_Logo"
"pause"         "#Valve_Pause_Game"
"quit"          "#Valve_Quit_Game"
"timeleft"        "Time Left in Round"
"howmany"               "Amount of players in each class"
"askconnect_accept" "#Valve_Accept_Redirect"
"isteam"      "#INM_Keys_Teammenu"
"toggleconsole"     "Toggle Console"
"blank"     "=========================="
"blank"     "#Valve_Miscellaneous_Keyboard_Keys_Title"
"blank"     "=========================="
"+walk"               "#Valve_Walk"
"+left"         "#Valve_Turn_Left"
"+right"        "#Valve_Turn_Right"
"+moveup"       "#Valve_Swim_Up"
"+movedown"       "#Valve_Swim_Down"
"+lookup"       "#Valve_Look_Up"
"+lookdown"       "#Valve_Look_Down"
"+strafe"       "#Valve_Strafe_Modifier"
"+klook"        "#Valve_Keyboard_Look_Modifier"

 

And here is the default config for the controls, the controls are by default bound to these keys when your first start BFMP:

code:
// YWB 10/10/03:  
// If the user doesn't have a config.cfg when they run, this gets executed the first time they run the engine
// It doesn't execute if they have their own config.cfg saved out.
unbindall

bind "TAB"      "+showscores"
bind "ESCAPE"     "cancelselect"
bind "`"      "toggleconsole"
bind "w"      "+forward"
bind "s"      "+back"
bind "a"      "+moveleft"
bind "d"      "+moveright"
bind "SPACE"    "+jump"
bind "CTRL"     "+duck"
bind "e"      "+leanright"
bind "c"      "impulse 50"
bind "r"      "+reload"
bind "ALT"      "+walk"
bind "SHIFT"    "+speed"
bind "MOUSE1"   "+attack"
bind "MOUSE2"   "ironsight_toggle"
bind "MOUSE3"           "+attack2"
bind "f"      "+use"
bind "1"      "slot1"
bind "2"      "slot2"
bind "3"      "slot3"
bind "4"      "slot4"
bind "5"      "slot5"
bind "6"      "slot6"
bind "7"      "slot7"
bind "MWHEELUP"   "invprev"
bind "MWHEELDOWN" "invnext"
bind "q"      "+leanleft"
bind "F5"     "jpeg"
bind "F6"     "save quick"
bind "F9"     "load quick"
bind "PAUSE"    "pause"
bind "z"      "+zoom"
bind "g"      "phys_swap"
bind "y"      "messagemode"
bind "u"      "messagemode2"
bind "k"      "+voicerecord"
bind "m"                        "chooseteam"
bind "j"                        "impulse 100"
bind "c"                        "chooseclass"
bind "l"                        "lastinv"
bind "-"                        "howmany"
bind "v"                        "shout_menu"
sv_unlockedchapters 99
fps_max 1001
hud_fastswitch 1

So here is the most important controls for BFMP: ( These controls is important to use to get through the battles )

Lean Right - Lean/bend the camera/player to the right side.
Lean Left - Lean/bend the camera/player to the left side.
Ironsight - Toggles improved aiming with your current weapon.
Howmany - If you have the console up then you will see how many spots of each class has been taken.
Shout_menu - Use this to send an radio command to all your team mates to announce something.

There are more important controls, of course! But these are the newly defined ones, which you don't find in the standard HL2 game.
The binding of the secondary fire function is up to you. If you got a mouse with more than two mouse buttons, like two or one mouse button at the side then that is recommended.

If you want to control a Vehicle then you need to stand by its "mirror" and click the use key which is "F" by default.
And as well if you want to control a ground turret you just have to be in range of the map entity "func_tank, so if it is not tall then you might have to crunch in order to activate it. Use the "F" button here too.
Vehicles and Turrets:

In this mod there is one Vehicle, that vehicle is meant to be controlled by the Rebels in War gamemode maps. This vehicle features a controllable turret and as well a lot of armor to help you break through the Combine's base. ( You can also rotate the head of the vehicle which is the turret )
The turret is meant to be used by the Combine's in order to defend their base, most likely it will take time to destroy a vehicle with this turret so if you want to defend your base against vehicles then the supporter should use his RPG. The turret will defend against ground soldiers.
( Screenshots of the vehicle and turret will be found in the screenshot section of this thread )

Purpose:

The purpose of BFMP is to make a very realistic mod, in HL2:DM you can probably remember that you had to use almost 2 clips of ammo before you killed an enemy? Well that is something that I want to focus on, to make everything realistic, so that it feels more real and entertaining as it will be easier to get kills but you need to think more "real" as you cannot just rush into the enemies base, then you will be dead at once, so in this mod you have to seek cover and use the functions wisely. ( Functions like leaning functions )
Known Bugs:

As you all know, all games has some bugs and glitches and there is some here in BFMP as well and I will mention the ones I have found so far:

If you choose the supporter class and spawn with the shotgun then the crosshair will still be visible, the crosshair is meant to be disabled when it has found a weapon with bullets/projectiles and it will only show when you control a ground turret, but the crosshair will be removed if you change weapon.

When you have chosen a team and then you get the class menu shown you can hit the tab button (which displays scores) and then you will spawn without choosing a class, but the class menu panel will come back when you let go off the tab button, so it is not a big deal.

The Medic class's sniper weapon has no ironsight or dynamic scope which makes this weapon useless for this version.

 If you join a map without a info_player_start entity or a info_player_deathmatch entity then the server will crash, or your game will crash. ( Your game will only crash if you are the server host, LAN host )

The dynamic scope is "hacking" when you are not using it.

You can lean left or right into a wall and see through the wall, but you can't shoot through/inside it.

Vehicles are not available on dedicated hosts but only on local hosts, will try my best to find a solution for this problem.

 More bugs will be listed further on, as right now this is all I know about so far... 

Functions:
Here I will list some of the unique functions in BFMP: 

FMOD sound system
Dynamic Scope(s)
Ironsight(s)
Weapon lowering on Sprint, Jump, Fall, Ladder, Noclip, etc..
Ironsight disabled on Sprint, Jump, Fall, Ladder, Noclip, Reload, Holstering / Changing weapons, etc..
Drivable Vehicles
Controllable Turrets
Team Play
Classes for balanced gameplay & strategy
Realistic Viewbob
Realistic weapon damage and damage adjusting
Realistic bulletspeed
New Muzzleflashes, particle effects, lightning when shooting, etc..
OrangeBox Engine
Radio Commands
Further Development:

As I said earlier, the NPC War/NPC Defense is not released yet, and that is one of the main goals for the next version, as well I will add a dynamic scope to the Medic's sniper rifle. 
Here is the current list with future updates to BFMP taken from "http://funpiranesi.wiki-site.com/index.php/Category:Future_of_BFMP"

C++ Changes:
See your legs / body when looking down.
Free aim! // Perhaps...
Fix A.I for Multi Player battles.
Change speed of the player when he is IRONSIGHTED! (If still not done/implemented)
Fix thirdperson cam. 
New Weaponselection HUD. 

Script Changes:
Add necessary variables to the HUD layout, mod textures, hud textures, etc.

Resource Changes:

Add new variables to the Scheme files. 

Sound Changes:
NPC Sounds. 

Model Changes:
Add NPC models.
Fixed Sniper Rifle model.

Texture / Material Changes:
Add NPC textures.
Dynamic Scope texture for the Sniper Rifle.
Mini-map pictures for each map in the server dialogue.

Level Design Changes:
Complete BF_Jablamahad.
Players vs NPCs maps will be created, they will be arena stylish.
How to install:
To install "Battle-Force: Multi Player" move the "battleforce" folder into your
"C:/Program Files/Steam/Steamapps/Sourcemods" Folder...

Also make sure that Source SDK Base 2007 is fully installed and that you have any other source game installed: HL2, CSS, TF2, HL2:EP1, HL2:EP2, etc...

If you get any errors during install, check our support topics on our homepage:
"http://piranesi.afilowc.net" or "http://funpiranesi.wiki-site.com/index.php/Category:Battle-Force"

Post comment Comments
Pretador
Pretador Feb 9 2012, 5:15pm says:

Download BFMP v6.75 Beta Full here: Moddb.com

+2 votes     reply to comment
tingtom
tingtom Feb 13 2012, 6:45am says:

i recommend making the news small with the main information and then including the more advanced stuff in a readme file maybe

+2 votes     reply to comment
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