What happens when Gordon Freeman was a counter-terrorist before he became a scientist? What if he brought all his counter-terrorism training to the Black Mesa the day The Accident happened? Aliens coming from nowhere, soldiers slaughtering the survivors and machinery gone haywire... What say we buy that AW/M, load it with .338 Magnum Lupua rounds and fire it aimed right in between the eyes of anyone standing in your way?

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Idea about a new mod (Mods : Counter-Life : Forum : FAQ : Idea about a new mod) Locked
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Jul 30 2008, 7:15am Anchor

Hey Haunter,

I'm having an idea of somthing that you can maybe make later. i'm sure you don't want to, but i still try to ask it.
I am thinking of a new mod, where everything is the same as Counter-Life, except now no CS weapons, but HL weapons.
Now this sounds like as if i'm talking about Half-Life, but i mean that the HL weapons are now for sale at the health and HEV stations, just like in CL, except now with the HL weapons. The money that you can find around remains at the same place as in CL.

What do you think? :)

Edited by: Niborius

Jul 31 2008, 9:56am Anchor

Almost impossible because if I were to replace the weapons with the money, what you buy are still money. It's like replacing cans of meat with cash and when you pay for them, you still get cash. Not the cans of meat you want.

The weapons are already replaced by wads of cash so unless I create another new set of HL weapons for HL, then this mod would be impossible. It would take lots of time copying and pasting.

Jul 31 2008, 10:27am Anchor

hmm i think you misunderstand me. and if not, i misunderstand you (lol).

what i mean is, is to replace the CS weapons for HL weapons at the HP and HEV stations.
and you can make the buy menu like:

1. Handguns (9mm, Revolver)
2. Close range weapons (shotgun, snarks?)
etc.

Or somthing like that.

Aug 3 2008, 12:58am Anchor

I get what you mean. It's kind of hard to explain the problem here but I'll try:

1) When you create a weapon, you'll have to link it to a string (words in programming terms). Let's use the HL MP5 for example. The weapon is linked to the  string "weapon_mp5".

2) Let's say for this map (e.g. Surface Tension), there will be MP5s placed around. That placement will have to use the string "weapon_mp5" to let the game know which weapon will be used and placed.

3) The money is now substituting weapons and I will have to link the money to the string "weapon_mp5" so that instead of a weapon, you see the wad of cash. I cannot change it to some weird string link "weapon_ChainsOfOlympus" because that doesn't link to any weapon in the original HL.

4) If I have to do that kind of mod, I will have to create new strings, about 14 of them, and do a tiring work of copying and pasting because I cannot use the original strings anymore.

Oct 15 2008, 12:31pm Anchor

why not make a mod with the dod weapons?

Nov 30 2008, 9:26pm Anchor

I've did a small alpha mod like that but it doesn't have the DOD feel. So, I scrapped it.

Dec 6 2008, 2:19pm Anchor

could you upload it so we could have a look at it. btw could you give me a link to they-life?

Edited by: hlnerd

Dec 6 2008, 10:34pm Anchor

dod-life kind of sux...

bolt action rifles like K98 & Enfield ? we already have scout & AWP

self loading rifles like Garand, G43  ? we have the G3SG1 & SG550

Submachinegun like thompson, sten, mp40 ? - tmp, mp5navy, mac10, p90, ump45 (it's more than dod)

automatic rifles like FG42, MP44, BAR ?? already have the Assault rifle class -AK47, M4A1, SG552, AUG, Galil, FAMAS  (6 compared to 3)

machinegun... hell BMG, MG42, BREN, MG34 all need to deploy... when M249 can be walking MG

Bazooka, Panzerschreck & Piat ? - RPG

Grenade - HE grenade

if it's about putting other mod weapons, i would auggest Firearms instead of DoD
just that the firearms they have is almost everything CS have
but firearms mod have a lot of function usable with a weapon

Beretta M92 (silencer with stealth)
Beretta M93
Colt 1911
Deagle
Colt Anaconda (with scope using marksman skill)
(yes, de & anaconda, 2 magnums, and colt 1911 is a half-magnum... powerful)

Remington M780 (pump shotty)
Saiga 12 (auto shoty) [and it loads a magazine instead of round by round]

Sterling
UZI (silencer option with stealth)
MP5 (Silencer with stealth)
Bizon [comparable to p90]

AK47 (with bayonet)
AK74 (GP30 using artillary skill)
M4A1 (silencer with stealth)
M16A2 (grenade launcher with artillary skill)
G36E (light scope)
G3 (heavy battle rifle)
[all assault rifles are capable of semi-auto & burst/ auto modes using secondary fire]

SSG3000 (bolt action high mobile sniper rifle)
SDV Dragov (sp) [semi auto sniper]
Barett M82A1 (bipod heavy sniper)

RPK - light mobile machinegun
M249 - support fire weapon
M60 - heavy machinegun
(all MG can be bipoded like in DoD)

M79 - grenade launcher
Smoke grenade
Fragmentation grenade (can cook off the grenade instead like dod need to pick and throw)
flash bang

functions:
the weapon's unique function is not limited to secondary fire
there is a "selective fire" key which switch firing mode (turns M4 into semi-auto when it control silencer with secondary fire)
there is a "bipod" key for turning bipod on (M82A1's scope is controlled by secondary fire)

using grenade launcher, secondary fire does not fire it,
but it will give message "grenade launcher selected" thus u can fire grenade using primary fire,
the animation also have slight change and switch to grenade's trigger
reloading will manually reload the grenade launcher

Dec 21 2008, 1:56pm Anchor

Looking at all these weapons, I think I will R.I.P before this FA-Life mod sees the light.

Also, the DOD mod was deleted. I was completely frustrated so I hit the delete key. That was like about... 2 or 3 years back, I think.

As for They-Life, it's now somewhere lost in cyberspace... The source-code is here though. Maybe someone wants to give it a go to mod the mod...?

Dec 22 2008, 12:22pm Anchor

actually FA-life might seems a bit too far unless im like persuing every truth behind weapons
operations and all the fancy shits

come to think of it, the weapons in FA needed those functions because of the maps...

most of the time in FA im killing enemies at longest-possible-range
due to the weapon accuracy... you will be kill or get killed as soon as the enemy or you
appear to be a pea sized graphic on the screen

but in Half-life story mode... most engagement occurs around 100-200 metres..., which
im engaging targets at that range, human grunts wont open fire on me unless they are like 50 metres away
so is the alien grunts & alien slave... they all have tendency to move close before attacking...

which picking them off using an AK or any rifles will just works fine... even smgs work fine, but i usually
just stick to assault rifles throughout the maps

and... to say the truth... just any assault rifles can get you through the maps...
there isnt an instance where there is a need for a sniper rifle... unless there is a crave for
1-hit-kill spree

Dec 25 2008, 11:06am Anchor

Sniper rifles makes taking down Xen masters a breeze. Dumb big heads keep floating about and spamming electrical balls. One round and they go down.

Dec 28 2008, 12:46am Anchor

im using ultimate on that cos the pwness of the reloading sound and automatic rocket is just fun

but it crash the game often

Jan 1 2009, 1:18am Anchor

So far it didn't do anything serious to mine. Although when in testing phase, the BSOD came up twice. :( :(

Jan 1 2009, 1:33am Anchor

in version 1 the ultimate is better lol, less hanging
but limited range makes justice rockets dominate the boss battle

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