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.

Add media Report RSS wpn stats ingame, 2 different hudstyles (view original)
wpn stats ingame, 2 different hudstyles
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pvcf Author
pvcf - - 4,943 comments

as promised here Moddb.com i inserted a weapon stats sheet in game mode.
i think the style of paper and fonts fit in the game and did not destroy immersion.
it can be dis/enabled (by a key) if player bought a weapon bible at a trader.
what did you think, is something important missing you like to know about your weapon ?

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KrenZur
KrenZur - - 2 comments

that idea is awesome :) just a question are you gonna make weapon MOD in the game and after you MOD the weapon the stats will change too that would be better. Nice work man! Don't rust it take your time :)

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pvcf Author
pvcf - - 4,943 comments

thank you for your comment :)
i worked on parts of that idea for now over one year and for three days i gave it up. the idea was to train weaponhandling for each weapon and increase stats. the wpnbible shows always the actual stats, readen out from engine table, so it would then also show the trained, actual values. unfortunately i dont found out, how to force the engine to accept new values during the game. it seems, there is some kind of cheat protection which is not accessible with the lua frontend or with the sdk. so, because i have finished the whole interface for weapontraining since a year, i think i can build in a faster reload as trainbase and maybe a faked higher precision (decrease bulletdrop / m), thats all i can do. what is not planned for my mod, is attaching and modifying parts to weapons. but a friend of me is working on exact that and its working great and looks and feels exactly like crysis. after our unsucessfully trying in injecting new weaponparams, he finally switched last week for all weapons to bulletprojectiles, which are a little bit easier to adjust . i dont think that i will change the engine too to single bullet handling for each shot in opcl. (but sniper weapon in opcl already bulletprojectile weapons which have a real fall down rate and need some time to reach her goal, so you need to aim a little bit above the targed and you must hope he is not walk away inbetween, but you will see ingame :) )

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tnlgg
tnlgg - - 343 comments

Nice.

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pvcf Author
pvcf - - 4,943 comments

i'm not totally lucky with the design, did you have additional ideas? btw i will create a more decent version from this screen for the nongta style switch in menu.

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pvcf Author
pvcf - - 4,943 comments

15.2. updated: two comparisons of different hudstyles, in menu you can tweak the hud to your demands, switching on off font styles, sizes, messagelevels, showing health,weapon and ammo bars or not, or as small info line on top. ingame the rotuines, for example the wpn bible, display than a alternative version. on top the picture shows the "GTA STYLE" hud version, below its switched off and also setted to minimal onscreen informations.
for better effect i also switched in menu from renderer "paradise" to "cold". its currently unlocked, mapdesigner can decide if he alow it in menu with a triggerswitch in clearingworlddirector entity.

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