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DeadlyBOFH

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i know from my experience that lamers always find ways to bother us decent people. but it is extremly bad how it works rightnow on duel servers where all players have to watch helplesly how 2 lamers let the timeout run out and no admin around! and that is only the worst thing. many little things are so annoying and some players don't even know how they bug us. that's only because we have to wait in line and cannot do anything but patheticaly threaten their lives thru renaming...

that's why bofh wants this feature from duel_se, ffa multi duel is far better for the personal adrenaline level. but less exciting too since nobody is watching most of the time. anyway, it's making things better because those lamer bihatches can't bug everyone at once and guys in a duel will only see his chat icon over his invisible and nonsolid body. so...jaii is still thinking about the compensation for the source code. bofh will still have to insert it and make it usable for admins. rightnow it screws up ffa with weapons in duel_se because my purpose is served anyway. but bofh will need to fix this, actually it's the scoring table which looks like in duel mode and won't show other kills but duel wins/losses. ah yes and the saber is not pullable unless you are in a duel. so it's for saber only without mass killing spree but decent and civilized duels. anyhow that's not what the most admins will tend to...way to go bofh...

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I know its only been 11 days since i released OmniMOD 1.0, but this release was necessary. It fixes up some of the features that n00bs were taking advantage of (using emotes to get out of a saberlock, grappledfaing, grapplekicking (not in 1.0 as grapple wasnt there). It also marks the beginning of the usage of the patch system. From this point on when i release OmniMOD, it will be released in 2 forms. Full Version (including all hilts and all packs that go with it -- for people who dont have it yet.) and Upgrade (Only including changed pieces from the last version.)

 

This will allow for upgrades to be only a 600k-1mb download instead of the 8mb for the whole pack.. A lot more 56k friendly.

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Hmm...I noticed another thread had something about duel guns. Having just gotten done playing Star Wars: Bounty Hunter, I am already in love with this idea. Perhaps a 10 shot burst(pressing the shoot button 10 times) and then one hand twirls one pistol, then another 10 shots, then the other pistol gets twirled...that might look pretty cool in-game..Or maybe perhaps explosive shots for the blaster >.>...not for the omnimod or anything, but what I was talking about in PMs. Yes...duel blasters would seriously rock. Especially if the default bryar is replaced by Jango's blasters.

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how many non english skilled people dwell in these forums? i am not an english proffessor or anything but i've noticed many people saying duel when they mean dual and vice versa. a duel is when 2 players fight only eachother to death. and dual means 2 of the same kind in use. dual wielding and not duel wielding. sorry i couldn't take it anymore.

 

oh and good work BOFH. do this admin crosshair aim command stuff and u have something to trade with jaii der herr...

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I'm sure we could all, in time, learn from you, Nitemare. You being perfect and all...how could we not learn from you? Anyway...One more idea..for the guns, at least...would be a lock-on feature..an auto targeting. Much like that which is seen on Star Wars: Bounty Hunter. For weapons such as the bryar and whatnot..the "laser" blaster weapons. And then some more coding later on could configure it so that your arms would be extended to shoot someone...with the "dual" pistols..your arms could open up, to shoot at more than one person at a time..again, like in Bounty Hunter.

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Perhaps to create more of a realistic feel to the actual character actions. If a player comes within the view, an arm could extend towards the person...each hand being able to take on a different target. And the closer the target gets to the crosshair, the more likelihood that the round will hit. I'm not sure if someone could code that in, considering I know nothing about coding, but I think it would seem pretty nice. And would yet retain the skill of aiming.

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Originally posted by Lord Tnuc

Perhaps to create more of a realistic feel to the actual character actions. If a player comes within the view, an arm could extend towards the person...each hand being able to take on a different target. And the closer the target gets to the crosshair, the more likelihood that the round will hit. I'm not sure if someone could code that in, considering I know nothing about coding, but I think it would seem pretty nice. And would yet retain the skill of aiming.

 

Possible, it's possible, but would cause a lot of headaches.

 

Lets say I make a character class that operates this way - you are this guy, I make it so that you 'whip-up' your gun when somebody comes in to view - that animation takes ... oh say ... one tenth of a second - fine, from weapon at your side to weapon aimed at opponent, 1/10 of a second, not bad, eh. Your opponent is regular class JK2 guy - his gun is always up, always ready and he can shoot you in that 1/10 of a second. It's not fair - somebody put all that time to code something nobody would want to play. Now if EVERYONE had to play with the 'delayed-combat' class, you'd get used to it, I guess.

 

Another thing, however, the closer ANY target gets to the muzzle, you don't have to code in an increased chance of hitting it, because the target gets BIGGER (not literally, but it takes up more of your FOV) as it gets closer to your muzzlepoint.

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=/ Considering the upper body animations "can't be done yet", I don't think that would be a worry as of yet. And I think you misunderstood my crosshair comment. I meant...even if something isn't coming closer..but is just traveling accrossed the X axis...the closer it is to the middle(Gasp..the crosshair), the more liklihood that it will be a hit.

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stop laughing, unless you guys have a better mod rightnow! ok razorace is excoluded because i suppose that he has a better mod. but for all others the time of laughter is over! hehe

the next release of omnimod will feature my exquisite ideas of the admin gun tm...

it realy works, i've tested it: point and klick, easy as cake...piece of pie...

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as if the console commands are not abusable...

its just making the day much simpler for stressed admins. it can get very annoying if there are many little lamers on board and u dont have the nerves to kick them all by hand everytime you see them screwing around. in an ffa enviroment where u dont have the features from duel_se it can be very handy. there are many situations where u just want to quickly punish a player who acts stupid and disturbs others while dueling. or if some guys are not listening to what the admin says but rather take part in a mass chaos session/killing spree, u can just slap all disturbants or freeze them and tell them to sit still for your plot to take part. that is a good feature for rpg servers too. generaly all admins who wanted to moderate rather than just kick people. moderating a game mode that requires a moderator who tells people who to fight and when to sit still, like tournaments and stuff. not one of those league fights where only the duelists have the pw for the server, but rather a final tournament with the best players all together on the server at the same time. this saves time and is more fun, because all the combatants can watch their opponents before the last fight and stuff like that. and until players get used to discipline, the moderator would have a buisy tme punishing or just controling everybody. i've tried that one and its hard, even with people u know, chaos is spreading quick and it takes time to get them to make room for the next combatants....

think big and not only about stupid kiddie admins who abuse their admin position.

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