McKool proudly presents the full version of The Mutant Factor, a single player modification for Crysis and Crysis Wars. This is a new single player campaign with a completely different story and a new set of characters. The Mutant Factor is heavily influenced by the Half-Life, Crysis, and F.E.A.R series of games. The player takes the roll of Phoenix, who is sent to investigate strange energy readings at a remote North Korean facility. While on the island, he begins seeing visions of his long lost daughter, Tara, which starts a cascading spiral between reality and possible insanity.After a horrific and bloody battle, he awakens to find himself trapped in an underground facility with only the voice of Dr. Marie Shepherd to guide him out....or is she the only voice? Ask yourself: Do you trust her?

Report article RSS Feed Mind Control in The Mutant Factor

A little information about the Mind Control ability in TMF

Posted by mckool on Aug 5th, 2011

Hello all,I thought this might be an opportune time to discuss one of the features in TMF that I fear may be easily overlooked: Mind Control

Here's how it works:
1. you have to be within a certain range of your enemies
2. You put them in your reticle
3. Press the "0" (zero) key
4. You will see a hand animation, a halo of light surrounding the enemy, and hear a sound effect
5. Voila! The enemy will now turn on his friends and battle it out on your behalf for 30 seconds!! Tres Chic! No?

This makes for some interesting combat situations that add a little spice to the gameplay.

Now, there are some issues with this:
1. I had to hard map the key because of limitations with the Flowgraph system. I would have rather given the player his/her choice of mappings.
2. the key will not work if it is already mapped (i.e if you are using "e" for use and I map to it then my flowgraph will not work) Because of this I used the "0" key as it is less likely to be in use. Of course the issue this causes is inconvenience.

I did try an alternate method to avoid the key mapping issue. I simply made each enemy placed "usable" which means that you could approach them and press the "use" key to trigger the flowgraph.
This created 3 issues though:
1. The range is much smaller so you have to get very close to make it work
2. Every time you came up to an enemy you would see the big "Use" icon (which doesn't bother me too much - I can change the text)
3. This ability would conflict with the "Grab" icon which could put you in a bad situation if you are trying to be stealthy. This made it a little tricky in spots.
4. The "halo of light" particle effect does not seem to work with this method for some odd reason.

So, what do you guys think? Would you rather...
A) have to use the "0" key but have Mind Control work smoothly or,...
B) press the "Use" key and deal with some of the issues that causes? (i.e. no particle effect, the conflict with "Grab",...etc...)
Please let me know what you think!!!

I have included Pics of Mind Control in action!

Mind Control in action

Post comment Comments
SayHelloToMrBullet
SayHelloToMrBullet Aug 6 2011, 9:12am says:

I would have to say A. I'm left handed so it'll be a bit annoying for me to have to keep reaching up to 0 all the time but if it works better that way than so be it.

Nice idea btw. Mind control sounds like a cool combat option.

+1 vote     reply to comment
Metalspy
Metalspy Aug 6 2011, 4:12pm says:

Yup the 0 key, because that apparently works best.

+1 vote     reply to comment
mckool
mckool Aug 7 2011, 1:14am says:

I appreciate the replies. I will try to see if I can make the use key work but it's not looking good at the moment!

+1 vote     reply to comment
DStroy98
DStroy98 Aug 8 2011, 2:52am says:

O key would work best

+1 vote     reply to comment
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Released Nov 1, 2009
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