Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

haaah, grabbed some balls today and implemented the support of collecting ANYTHING which mapper allowed to collect. you see here in inventory in itemstuck things like a passport, a detonator, a waterbottle, a fish, a jerrycan and a konserve can. as long the mapper gave a icon picture in properties, it can now be taken and also throwed then away later on another position via this inventory menu.

this gives not only more immersion, it allow also nice interactions with triggers which ask if a specific item is now in near, let's say, you can now do transport missions ala "bring item X to pos Y", and this with style :)

i also added again advanced sorted routines for pickup handling, if you dont use the inventory and pickup it the oldshool way. now you have to look in the direction of the pickup, then the pickup hud symbol appears and its allowed to pickup the item.
that gives a better immersion instead allowing to pickup a item by just enter his colliderbox without even seeing them.

as big change i added AI noise-hear support for players realoading events.
in the last video testplay i layed in the dark corner in the kitchen, where AI dont have see me but knowed i was there and just waited until i got out of darkness or hiding spot. i used this in the video to reload the pumpgun.
this trick is now not so good working anymore: depending on physic of the reload process, a sound event is generated which AI can now hear and which allows him to react to.
for visualisation i draw this event also on radar, so player can see it also.
now you have to plan your reloads even more tactically.

Reply Good karma+4 votes
PetrenkaPie
PetrenkaPie - - 1,040 comments

will build barricades out of fishes.

Reply Good karma Bad karma+3 votes
pvcf Author
pvcf - - 4,943 comments

first i smiled about this joke, then, after 10 seconds:
yes, this is possible .. ^^
if the mapper let allow you, you can pick and collect ANY things, even concrete roadbarries and you can drop them and hide behind.
this possibility leads into a new small code at i have to insert: actually i dont care TO much how i drop the object, it's possible that the player stand on the object after leaving inventory or the the object falls to players head after leaving inventory from 0.2 m distance. this would not be verry good if this is a big massive object :D
due to the new physic engine, player would be harmed or death :D

Reply Good karma+3 votes
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