INSTALLATION INSTRUCTIONS Xmod Installer perform a clean and easy install/uninstall. 1- Apply the Official Red Faction patch 1.20 2- Launch "Xmod_Installer_version.exe"...
Hello dear mod community,
Xmod bring many news facets to Red Faction engine, it contains advances triggers systems and some technical tricks that no other mod had done before…
Combat Suit System
First, the 'Combat Suit' let you know you have it with a pickup sound and "CS Hud Icon". It max your armor to 200 and it will be possible to repair it in some location. Player can also switch the state of the 'CS' anytime he wants to jump higher or normal to access more efficiently roof or smaller entrance. When in active mode, the 'CS' will let you throw 'Grenade', 'C4', 'Rocket', 'Nuke' and 'Gas can' farther, and if you want to, timing the deactivation to reach a enemy behind cover. A looping sound let you notice the 'CS' power is on. "Combat Suit System" can also simulate a 'Jetpack'.
Implement game system like the 'Combat Suit' and new game mode take a lot of time to develop and also exhaustive testing particularly with RF client/server player info limitation and non specified (single/multi) trigger… I'm now trying to make a mode client/server synchro compatible, where the 'CS' player need to survive the time of countdown as same time is teammate protects him, after that he will be able to score.
Synchro Start System
For more complex maps or game modes that require synchronization, players will not be able to enter the game after the countdown.
Xmod Team ID key
Each team can have restriction access over specific triggers with this item, any item can also be a key to activate a trigger with this method. I wanted to give with Xmod Launch a new way to mappers to create objectives, my test give me a little discovery that open many doors… I'm the first to discover what I call "Trigger - script Name Item", but this discovery finally appear on L4Y years later in 'testing needed' by Killiad, where you can read my comment and extra info on Xmod.
New Models & Skins - Players can now be 'Merc_Com' and 'Merc_Heavy' in multiplayer.
Merc 'Grunt', 'Com' & 'Heavy' have 3 skins each adapted to Red & Blue Team. Bigger models are easier to aim, is why I needed to balance there toughness. In RF, each model in multiplayer has the same life as 'miner1' that cannot be change, but I find an alternative way by changing the DMG ratio on "collision sphere". Take in consideration that some model have "RF-bug" when crouching, the head detection radius increase, they have been balanced accordingly.
Experience Red Faction now with 100% accurate Hit Box! With original RF settings, players can be hit between legs, each side of the head (count as a Head shot) and half upper head doesn't receive DMG.
General Gameplay particularity
All weapons are less accurate with there own piercing power and efficacy range. That's mean the player have a goOd reason to switch gun, use alternate fire or simply hold fire until the distance to is target is in better range. Because, the reticule is bigger and used as a guide only, players also need to take more time to perform precise shot in distance and at the same time save ammo. Traction in material.tbl are change to reduce the movement acceleration to increase tactic near obstacles. To kill an opponent the player will need to play better than him more than before, no "Easy hazard kill" and 100% accurate Hit Box! =)
Xmod promote and use the Anti-Cheat LazyBan130 patch. (included in Installer)
You want extra information about this news, read comment of L4Y community go in:
RF-Xmod Big News (original & complet version)
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