Assault Specialist 1.1.3.1
Full VersionJust a small alternation of the previous version (fire params, spread, recoil). I was going to do more stuff, but currently not working at it, so I decided...
I tried to put my vision of how such games should evolve into this mod. I had also played the SWAT series (SWAT3-4) before. I liked the slow-pacedness, so I tried to introduce it here. You have a lot of equipment choice in this mod, unfortunately I wasn't able to test it all, because I could test it only with bots and it would require too much time to 'teach' the bot to use it all.
Features:
- A large variety of equipment (new weapons, weapon attachments)
- Slightly modified game rules
- In overall a bit more slow paced (the bodies have more inertia, and the weapons require time to aim), but not as much as SWAT
- Player highlite mechanics (the enemy box is marked on your screen when someone of your teammates is aiming at it), also this is currently reflected on the radar (the boxing can be disabled)
- Bullet penetration physics have been reworked (I failed to introduce it timed, as a real physical object, but it still has drop)
- Modified HPB bot (base by botman)
- A new game mode: Briefcase Secure. Currently supported by one map only: se_warehouse
- Some new maps added
Installation: Just copy the files from the archive to the (Half-Life or Counter-Strike) game folder (root). Now you (hopefully) can find the mod entry in your Steam library. Or you can just use the specialist.bat file in the game root to launch it (Note: Steam must launched at this time, or it will fall with a error 'Steam is not initialized').
Tips:
- When the game crashes after you add new bots, just relaunch it and try again. It's not recommended to add too many bots.
- It's better to start the new game after fully relaunching the engine (because there are some bugs I haven't covered yet).
- Press 'B' (buy) again if the game reports you that you have not enough money (and you sure you should have) at the very start of the game. This is because the map configs do not take effect immediately.
- You can help the bots to navigate the bomb by reporting 'Clear' or 'Bomb is here' through the radio menu while near a bombsite.
Known bugs and problems:
- The player hitboxes are incorrect (or not always correct, especially when sitting). This is because the server blending interface is missing in this mod (I'm still too lazy to fix it mostly because I don't know how to debug/visualize the server side hitboxes).
- 'No free edicts.' is a bug that may pop up after playing for a while (like 50 rounds or so). Have no idea what it's caused by (I suppose something just isn't cleaned up properly).
- Adding bots may cause a crash. It's not recommended to add too many bots or adding bots after playing for a while (at least this is where the bug was spotted). Haven't encountered this bug for a long time as bots are managed automatically now.
- The native Counter-Strike maps may not work as expected with this mod. The mods are not fully compatible yet.
- Bots get stuck in each other. I've tried to solve it in different ways, still no avail (the bot is not mine initially).
I've put the console commands and the other stuff to the readme to not junk the description.
Assault Specialist Thanks:
- cs_rio* - map by Mataleone & Crocodilo (downloaded from: Gamebanana.com)
- de_pasta* - map by -Stratesiz- (downloaded from: Gamebanana.com)
- HPB bot (base) by botman
- Textures from textures.com
What is my personal contribution to this mod?
- Coding (over the HLSDK), coding of the bot (over the HPB bot), tool programming (check out my website for the tools I created: Modmkr.byethost7.com)
- 3D modelling *(see remarks)
- Native maps: cs_/se_warehouse, de_bunker_awp, shooting_range
- Textures for the native maps (the raw photos come from textures.com)
* Some of the models are heavily modified models from the original game. Some I modelled myself entirely. To give you an idea how much the models have been modified, here's a comparison screenshot (original on the left):
Many more weapons have been derived from the original models.
A gun I modelled myself entirely (the texture is a planar image projected at one axis only):
Gameplay videos:
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Just a small alternation of the previous version (fire params, spread, recoil). I was going to do more stuff, but currently not working at it, so I decided...
Some minor fixes and roll-backs: - Fixed camera tilt (when moving sides) - Less spread and recoil - Bot nerfs
Minor fixes and improvements: - Bot teammate on the way staying still fix - A bit more spread and recoil - Some changes to the weapons; pistols fix ...
Bot purchase hot fix. Radar zoom (defaults to ',' and '.'); the radar size and the default zoom have been accessible through the advanced options since...
Fixed minor inconveniences from the previous version. Added a new map..
A more casual style playing version. Reduced recoil. Reduced head damage, increased armor value for longer fights. Other changes: improved radar, bot...
Please, update your mod, because feels like it's not working the way it should.
Bots don't work, some cvars don't work, for some reason starting money is always 735, even If I changed settings through "new game".
Hey! If you're playing on new maps (like those you imported from cs16) you need to create waypoints first (a tiresome process, but thats how it works (see bot commands for more info)). Maybe later i'll create some more myself, but right now there are only waypoints for cs_warehouse (so, I suggest you play it if you want a smooth play with bots). The 735 does not affect anything (it's a legacy, and I'll have to remove it). The actual money balance is now displayed right in the buy menu. Can you please elaborate on what cvars do not work? (Some of them really do not if the game mode is inappropriate, some of them, well, just legacy (and it should be stated somewhere in the comments for that cvar), also, some of them can be changed only through config file). Best regards!
This is actually really good! Of course I would like even more weapons, default buy time longer, a lean mechanic and even more tactical elements from SWAT in the next update. It doesnt acctually feel like SWAT and CS, but something in between, so it is really nice.
Hey! Thanks for your comment! It's quite unlikely there will be lean mechanics (as I struggled even to make the ducking code work smoothly - and it doesn't), some code is just unavailable through gamedll (you need the source for the engine, which was missing last time I checked it. You can have more weapons in the previous versions. Right now the plan is to make unique weapons per map! It's not there yet, unfortunately, as I can't currently work on this mod, but may be soon..
What is so good about this? I don't get it...
I created an account in ModDB just to say that your mod is just... Awesome!
I ever wanted to play Counter-Strike in a real tactical style like Rainbow Six!
There are many other maps to play?
How to remove squares with a nickname and weapon type from bots? And do not show hostages through the walls?
Player id in the server options. Or "sv_playerid 1" and restart the round... Why? Looks like a cheat, eh? :)
I read that this is unfair, since CTs do not accompany the hostages, but only by pressing the f key and saving the hostage, so it’s better to remove the labels where the hostages are located, the CT has more money, and the equipment is better, and you made a great mod. continue in the same vein that you have already managed to make the game better than the valve, with CS Go, weapon modifications, showing your character’s armor, converted weapon models, while maintaining their classic look, thanks for your efforts
I use the commands but when I enter the game it locks and closes
Sometimes it happens... Just try again. And don't add too many bots at once.