All in 1 pack for militia that adds full mp vehicles on both dedicated and listen servers. voice taunts. projectile flares/tripbombs, 3rd person death from random angles, better physics, AI, effects, view frag leader/team base when mp game has ended, manual zoom using forward/back keys + zoom
BOTH-TYPES : manual weapon zoom. forward/back buttons+zoom button projectile flares, default : blaster charged blast projectile tripbombs projectile flamethrower all weapons can use idGuidedProjectile with no extra code, with player view from guiding projectile playerview bloodsplashes/sprays press just to enter vehicles better nuzzle kicks weapons can have a pre muzzle flash effect that plays when weapon is idle vehicles kick players out without ejection into the sky for instant death gibs no longer just disappear. they burn out most the physics had some tweaks.. half life 2 type of movement for moveables, i mouse wont move a tank either. and a tank will move a crate vehicles/vehicle positions can be set to thirdperson view def file SINGLE-PLAYER : new weapon damage, ai, effects 3rd person death when player is dead full headshots.. impact causes twice the damage. mp announcer will play sound "announce_headshot" team ai will stay a set distance from you when attacking ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1 random voice taunts view from ai killer with pm_aideathview, with model has its own hud/gui to view from MULTI-PLAYER : Full server sync vehicles, should allow multiple positions, each with own seperate hud regen vehicle health with lightening gun if is on team in a team game or idle and not locked in normal modes all players view frag leader when game ends all players view flag base when game ends mp games have count down before they begin "si_countDown", with warmup still being seperate instaGib enabled using cvar SI_INSTAGIB god powerup : max health/armour, run faster, jump higher, immortality CTF flag is invisible if carrier player has invisibility individual voice taunts for each player model railgun color/team hitscan tints, kinda crappy without using a mtr_light extra player models 16player CTF The Core test map CVARS : pm_dropWeapons //replaces player def files "nodrop" pm_thirdpersonCrosshair //show crosshair in thirdperson view ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files g_burnaway //0/1 g_gibHealth //health below 0. for gibs g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file g_damagePushScale //scale of all damage def pushes g_damagedeathPushTime //replaces def files "deathpush" g_damagedeathPushScale //deathpushmin/min *scale * powerupmodifier. if any g_voiceTaunts //enable voice taunts in single player game. 1 in 24 chance of player/ai saying something after kill with "snd_taunt" in def file g_fadeDeath //fade screen to black when dead g_regidDead //keep actors solid when dead si_voiceTaunts //enable voice taunts si_vehicleRespawn : respawn vehicles si_vehicleRespawnTime : time to vehicle respawn death si_vehicleTimeToRespawn : actual time to vehicle respawn after death si_vehicleSteal : allow enemy team to steal vehicle until vehicle death si_ctfKillReturns //return flag when carrier has been killed si_playerViewEffects //enables player hud bloodsplashes, double/tunnel/shake vision pm/si_dropPowerups //seperated from pm/si_dropweapons si_message //display message in chatbox every mins, si_message_time use "" for none si_message_time //time in mins for si_message to show
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