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.
as promised here Moddb.com i have added a helm to player. the codingpart was already complete done in devkid, so i needed only to model and fit the helmet to playermodel head.
but there is a little problem with different characters you can play, so it seems valery for example need a unique helmet model, or if you already choosed a helmet soldier player model (availible in difficulty mode "simulation"), it should also be strange.
then i think, helmet should protect against AI headshots, but as far as i know, AI never do headshots to player, so it would just increase player armor.
i think also a helmet first person view is duty, if you wear a helm, but then i need a hotkey where player can transport the helmet also in rucksack/inventary, so player can decide byself which situation needs a helmet. so, as usually, the interface /player handling is the hardest part. will post a video soon, where you can see player with various attachements/customisations :)
comments and ideas are highly welcome. btw, it would be way to hard to use a weaponslot for helm-in-pockets, so this idea is thrown away from start.
I think that in FCAM AI do some headshots because in first mission I sneak to a mercenary, he spotted me and he kills me with 1 shot (realistic difficulty). Before he killed me I have full health, armor and he takes me only health and not armor so I think it’s possible.
I think it would be best to have some kind of animation on that just like in Gunslighter mod.
About hotkey: I currently don’t know anything which could help you with that.
thank you for your research !
ok, have inserted a checkroutine and the AI does headshots to player (~10% chance). so, now is the question: how much headshots should the helmet prevent? unlimited ? limited amount? once? how is it handled in DayZ ?
I haven't played DayZ so I don't know but I think that helmet should have limited amount of headshots.
Every helmet should have some kind of “health” and it should protect about 60 headshots from pistol (low caliber) 30 or 20 headshots from rifle and about 8 headshots from sniper rifle.
Of course it should depend of difficulty and type of helmet (if you planning to add more).
thank you very much for your contribution, Marek33 :)
hmmm, different helmets... not (yet) planned. (i even did not have thought about :D )
about the amount: protect against 60 headshots? that would be a 600 hit (remember the ~10 percent) goal, which player get. (but infact after 3-4 hits he is usually death).
i was thinking about, hmm...,lets say 1-3 headshot protectings, depending on bullet energy. (one sniper, 3 pistol, 2 mg), for exampel.
what did you think ? any other comments ?
Sorry I misunderstand that.
So I think that 6 or 3 headshots for the pistol 4 or 2 rifle and 1 sniper rifle (2 if is it low difficulty).
Of course “it should depend of difficulty” just like I write in my previous comment.
Overall I think that helmet will be useful and it's a very nice addition to a great game.
i agree!
about difficulty: the difficulty already influence the chance of AI hit player probability dramatically, so i think adding this also to helmet protection would lead into some kind of armor cheat.
(at lowest difficulty AI really have biiig problems at aiming to player, even if you stand still in front of enemies.)
i also think that helmet player is a nice thing, next question would be the availibility. i currently tend to place only one or two single helmets on the map, so its a real lucky event if player find it. (knowing the map doesnt help, i have a random item spawn system if i like :D )
Well I think that two is ideal number but if map is very big then if should be three (but only for the biggest map).
I think that random item spawn is a very good thing because in other games when player know where to get a great thing he will go there and he will get it much faster than those which doesn't know it.
the map is big but there are "only" 4-5 big camps where you really could need them. funny would also be if a helmet reduce crash/collide damage to player if he drive a motorcycle or a bike :D
the random item spawn is currently really awefull to set up, i should code something unique which makes it really easy so every item decides byself if and where it should be spawned. the problem is not the appearing or disapearing, the problem is, that i as leveldesigner need exact control over the amount of each item (and position) so i can tweak the difficulty or the gameplay better. its not so easy like it sounds.
up to now i decide it like that: in this area is a wrench, but it have 3 random positions, where it can be, and at gamestart a random generator will hide two of them.
That would be a nice addition, if is it possible of course.
I think that's a good choice.
Your gpu is broken so how can you still work on your mod?
you may read here:
Moddb.com
its not my GPU, its borrowed from a friend who want's it back asap.
Good frined :D
yes! but i hope i can give it back soon, it feels "false" to have it more than a few weeks without give him money for.
Too bad i sold both my old cards(GTS 250 & GTX 260),if i had them i would send one to you.
Nice :)
I hope you can get a new GPU asap. Your mod is coming out nice.
thank you for your nice words :)