Requesting additional assistance with UO tank mod -1 reply

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Schtoogie

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7th October 2004

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#1 13 years ago

My buddy and I are working on a mod for UO that will open up many new doors in gameplay. He has already gotten a Tiger tank up and running for it, which is one of our goals, among many other things. As of right now we are organizing weapons statistics and trying to fit tanks with hull machineguns. I do not know very much code, so my use is basically restricted to modifying the stats on infantry weapons and tanks, so he is doing all the real tough stuff. I'm looking for a person or a few people who can code fairly well, but additional knowledge of coding would be super. I would just like to take a bit of weight off of my friend's back, as well as have a mentor who can teach me some things. After I gain more experience I aim to divide the work into equal parts, so no one person is doing more work than the other - this allows for the quickest release time. If you are up to it, contact me by the following methods: E-mail: [email]schtoogie@yahoo.com[/email] MSN: [email]schtoogie@hotmail.com[/email] AIM: kumquathonkey Also, if interested, I'll send you a copy of the Tiger tank that has been put in the game, although it still needs much work. The fact is though, this large amount of work is mostly smaller tasks like giving it a weapon and fixing the camera settings. It works nonetheless, though; you can get in it and drive it around all you like. Thank you! Schtoogie




DareDevil12

Scottish lad !

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8th April 2004

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#2 13 years ago

can you post a screenshot of the tiger tank ?




Schtoogie

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#3 13 years ago

Sure: Facing the tiger about to get in: http://www.geocities.com/schtoogie/shot0072.jpg In the tiger: http://www.geocities.com/schtoogie/shot0073.jpg Shooting the main gun: http://www.geocities.com/schtoogie/shot0074.jpg As you can see, it still needs a bit of tweaking to do, like the camera view. But, everything about it works - you can move it, shoot it, all that good stuff. No coaxial machinegun has been added to the turret yet.




J-Dub'

What are these damn animals?

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1st July 2004

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#4 13 years ago

Sounds and looks neat, what kind of other things are you modding?




Schtoogie

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#5 13 years ago

I posted a huge list of what I would like to put in a mod a few weeks ago. I just happen to have that list right here, and it's just about all the changes we're planning to make, except if anything more comes to mind. The original list: I'm not talking about adding many new weapons, special effects, or anything like that - I'm talking about changing the stats and that's about it, with the exception of adding emplaced machineguns like the SG-43 (the one in the Soviet tanks) and Browning .50 cals. I would have to modify each of the UO maps to support this, and while I'm at it I would modify the regular COD maps to support mobile machineguns, and if possible, create a hull machinegun position on tanks where it is supported.

For instance, I would give each sides' tanks unique stats, and each side would get different numbers of tanks. Tank changes: - Tank machinegun accuracy increased. - Grenades do no damage to tanks. - If any type of tank suffers a direct hit to the top armor by anti-tank rockets, tank shells, or artillery it is destroyed immediately. - Hull machinegun position created if possible. American/British: Get a bunch of Shermans and some jeeps for quick infantry transport. The main American/British strategy is use Shermans in large numbers with superior tactics to compensate for their lack of armor and firepower. This requires moderate teamwork. - Shermans are relatively weak armored and their main gun is fairly poor. Their main strength is in their greatly superior numbers. They take greatly reduced damage from anti-tank rockets (except Panzerfausts) when struck in their frontal armor due to its slanted shape. Shermans are also a bit faster than German Panzers. In later versions I will change the Sherman M4A2 (which it is currently) to the M4A3, or Easy-Eight for the Americans, and the Firefly for the British. These variants have slightly increased armor and a much better gun, the Firefly having the superior main gun, but with no hull machinegun. Russian: Get a fairly large amount of T-34s with just a couple of SU-152s (keep the number down to 2 if possible, with 4 being the max). The main Russian strategy is an overflow of T-34s and infantry backed by close support from SU-152s. This requires minimal teamwork. - Take away the Gaz67b. - The T-34s have superior armor to all other medium tanks due to the sloped sides all-round (greatly reducing the damage caused from anti-tank rockets (except Panzerfausts) from any angle), and a gun that is relatively equal to the German Panzer. They are deployed in larger numbers than German Panzers, but not in as many numbers than Shermans. The T-34's speed is also equal to that of the Sherman. - The SU-152 does not possess outstanding armor penetration; rather, its 152mm howitzer rips tanks apart with sheer explosive force, granting it a one-hit kill against any tank from any angle. Its explosion radius is also massive (I plan to change its effect to that of an artillery shell), making it ideal for any type of support, be it artillery, anti-tank, or helping the assaulting infantry units on the ground. Its armor is also very thick and sloped, making it very hard to destroy except with the use of the heaviest anti-tank weapons. German: Get a wide assortment of small numbers of tanks, with Panzers being the most common, a few Tigers (with them being more common on the Russian maps), just a couple of Elefants, and some Hanomogs for infantry support. The Germans have the best-quality tanks, but in fewer numbers, so you and your team are going to have to rely on TEAMWORK and SUPERIOR TACTICS AND THINKING SKILLS instead of solo ramboing. - Take away the Horsch. - Give them a Hanomog (halftrack). The Hanomog's sole purpose is troop transport, and its MG-42 makes it good for providing anti-infantry support as well. Fits 6: Driver, machine gunner, 4 passengers in the open-topped compartment in back. - Give them a Tiger. The Tiger has outstanding armor and a superb 88mm gun. It is vastly superior to any other medium tank, and can hold its own against the fixed-superstructured tanks if it is used with superior tactics. Its armor is not sloped, making it just as vulnerable to anti-tank rockets, but medium tank shells do greatly reduced damage. It is as fast as a Panzer, but not as well armored as an Elefant, and its main gun is slightly inferior to the Elefant's as well. Still, a Tiger can hold off many offending medium tanks at once if used correctly. Its rear armor is just as powerful as its side armor, which is slightly more vulnerable than the frontal armor. when taking direct hits. - Panzer's armor decreased, but its "shurzen" plates (the extended pieces of armor on the turret and sides, connected by the little metal rods) render it practically immune to anti-tank rockets when being struck on the sides or turret. - Elefant's armor increased. Damage is also increased to equal that of the 88 emplacement; instant kills on all vehicles, except for frontal hits against other Elefants (two hits for a kill). Takes greatly reduced damage from medium tanks and anti-tank rockets (except Panzerfausts) when taking hits to frontal armor. I will also take away the Elefant's co-axial machinegun and create a hull machinegun position for a second passenger if I can get hull machineguns working.

Infantry weapon changes: - Infantry weapons would not affect speed. - The Kar98k, Mosin-Nagant, and Mosin-Nagant sniper cannot be reloaded mid-clip. - When using anti-tank rocket weapons in buildings, unless there is a large gap between the user and the wall/ground directly behind him, the fire-jet burns, damages, or kills him depending on how far away he is. The fire-jet also damages any teammates that may be near or behind him inside the building as well. This holds triple for the Panzerfaust. - All anti-tank rocket weapons get greatly increased damage, and the Panzerfaust has its damage increased to that of the Elefant. - Ammunition increased... see below for further information. - One additional clip is supplied per each additional rank acquired (with the exceptions of the machine guns and the PPSh - see below). - Special ability given to all grenades and satchel charges: when you're right next to an enemy-controlled tank, facing it, and the tank is not moving, you can place a single grenade or satchel charge on it, damaging or destroying it. Grenades do much less damage than the satchels do and can only be used on tanks with rotating turrets. Satchels destroy all tanks with just one blast when used in this fashion. Grenades take 2 seconds to place, and satchels take 5. - Deployable machinegun accuracy increased to that of the stationary MG-42 in original Call of Duty. - If weapons completely overheat, they cannot fire at all until they are back to 100%. - Players do not get pistols until rank 3. When they do get the use of pistols, they have 1 extra clip, and 1 additional clip is supplied for each rank gained after that. American: - Garand ammo increased to 8/48 at rank 1. - Thompson ammo increased to 30/120 at rank 1. - BAR ammo increased to 20/100 at rank 1. - Springfield ammo increased to 5/40 at rank 1. - .30 cal gets 150 rounds with a maximum of 300 extra rounds (450 total). Starts with no extra ammo at rank 1, gaining 150 additional rounds every 2 ranks. - Get a spawnable M3 Greasegun class. The Greaser fires 300 rounds per minute and starts with 30/120 .45 caliber ammo at rank 1. Damage is identical to the Thompson, but it is a little bit more accurate. - Get a spawnable Bazooka class. The Bazooka can only hold one extra rocket. - .50 cal damage increased to that of a sniper rifle. Accuracy increased to pinpoint even with sustained fire, and longer overheat time. Change the ROF to 450 rounds per minute if it is not that fast already (it sounds kind of slow to me). British: - STEN ammo increased to 32/128 at rank 1. - BREN gun ammo increased to 30/120 at rank 1. Aiming recoil increased when standing or crouching. Gets an additional command which deploys the bipod at machinegun nests or when prone, reducing recoil to that of the other machineguns in their deployed state. - Try to get the Enfield sniper variant enabled. It will have the same ammo capacity as the Enfield at each corresponding rank. - Get a Vickers 'K' instead of a .30 cal. Vickers 'K' holds 100 rounds per clip, carries a maximum of 300 extra rounds (400 total), and fires 1000 rounds per minute. Starts with 100 extra ammo at rank 1, gaining 100 additional rounds every 2 ranks. - Get a spawnable PIAT class. The British use the PIAT anti-tank rocket weapon instead of the Bazooka. The PIAT has the same ammo capacity as the Bazooka (1 rocket with 1 extra max) and has no fire jet. However, when firing from a standing, crouched, or a leaning state, the user gets hurt. User's damage is the greatest when standing and leaning at once, but at full health, no state will kill the user. - Get a Silenced STEN; sacrifices a little bit of hitting power and accuracy for no muzzle flash and a much quieter gunshot. Starts with 32/128 at rank 1. Russian: - Mosin-Nagant ammo increased to 5/40 at rank 1. - PPSh ammo decreased to 71/142 at rank 1, gaining an additional 71 rounds every 2 ranks. - Mosin-Nagant sniper ammo increased to 5/40 at rank 1. - SVT-40 ammo increased to 10/50 at rank 1. - DP-28 ammo decreased to 47/94 at rank 1. It can be fired (but not reloaded) on the run, just like the BREN gun. Its recoil becomes slightly greater than that of the BREN gun, even when prone. It also gets a deploy feature. - Get a spawnable PTRS-41 class and use the PTRS-41 instead of the Bazooka. The PTRS-41 holds 5 rounds per clip, carries a maximum of 25 extra rounds (30 total), and is semi-automatic with a 1-second cooldown time (60 rounds per minute maximum). Starts with 15 extra ammo at rank 1, gaining 5 additional rounds every 2 ranks. The PTRS-41 cannot be deployed at machinegun nests, but rather the user must be prone to deploy it. It does decent damage versus all of the medium tanks and the Hanomog, but poor damage against everything else, even rear shots. Also, the shell does not explode like in original Call of Duty; it has a small blast upon impact with a minor blast radius, and infantry are the only targets that get injured by it. Therefore, you have to get a direct hit to damage vehicles. The PTRS-41 does the same damage no matter which side of the vehicle you're hitting. It also has pinpoint accuracy and a zoom that surpasses bolt action rifles, making it a very deadly and highly effective medium-ranged sniper weapon, and you can also hit vehicles that are so far away they can't tell where your position is, allowing you to pop off a few damaging shots before they get out of your view. German: - Kar98k ammo increased to 5/40 at rank 1. - MP40 ammo increased to 32/128 at rank 1. - MP44 ammo increased to 30/120 at rank 1. - Kar98k sniper ammo increased to 5/40 at rank 1. - Gewehr 43 ammo increased to 10/50 at rank 1. - MG-34 starts with 75/150 ammo at rank 1 and fires 800 rounds per minute (if it doesn't already), gaining an additional 75 rounds every 2 ranks. - Get a spawnable MG-42 class. MG-42 fires from a 250-round box with a maximum of 250 extra rounds (500 total), and overheats after 100 rounds. - Get a spawnable FG-42 class. FG-42 starts with 20/80 ammo at rank 1. Also gets a deploy feature, and the scope can be used when deployed. - Get a spawnable Flamethrower class. - Get a spawnable Panzerschreck class. Panzerschreck can only hold 1 extra rocket maximum. In addition to all of these changes, I will create a serverside option to allow or disallow artillery barrages. Those are all the changes that would be made by the final version. For the test beta, all I would include would be stat changes. For the widescale public release I would add the bipod features to the BREN, DP-28, and FG-42, as well as include the Greasegun, Vickers 'K', PIAT, PTRS-41, and MG-42 classes, all of the new vehicles, and the changes to all of the maps. The one last version would include the hull machinegun positions. After that, there would just be patches...




J-Dub'

What are these damn animals?

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1st July 2004

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#6 13 years ago

Nice! One suggestion, odn tlimit nades at all :p




Schtoogie

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7th October 2004

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#7 13 years ago

Oh, quite on the contrary: I plan on making them better! They just won't be able to hurt tanks unless placed on tanks with melee, as stated above.




J-Dub'

What are these damn animals?

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#8 13 years ago
SchtoogieOh, quite on the contrary: I plan on making them better! They just won't be able to hurt tanks unless placed on tanks with melee, as stated above.

This mod sounds great. I wish I could code well so I could help. :p Be sure to submit it to CoD files when its ready so we can all get it.




Schtoogie

Video game realist

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7th October 2004

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#9 13 years ago

Will do!




Flodgy

I'm way cooler than n0e (who isn't though?)

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27th May 2004

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#10 13 years ago

hmmmmm if i ever have the spare time ill help you mate I was about to release A tiger tank add on lol Ill make you wait for this one