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Battlefield Modding Tutorials BFMODS • View topic - "The Gangster Mod"

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 1:04 am 
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Posts: 170
Hello BF1942 modders,

I've been working on a new mod recently, The Gangster Mod (based on the game Soldier of Fortune II Double Helix Gold Edition) and I wonder if some of the new mod features could even be possible to create, client side of course. Here are some of the said features:

- New game modes (Deathmatch and elimination)
- Name maker (players now have the option to color their names and choose symbols not previously supported by the game, via the main menu) for deathmatch
- New type of damage : Real Damage (recoil and bullet-drop are disabled for all weapons, run speed is faster plus all hand weapons have more bullets)
- New types of crosshairs, i.e. "the dot", the "crosshair-in-a-circle" and the "crosshair-in-a-square"
- New sounds, such as the taunts "Die b*tch!" (when a player kills another player) or "Sonova b*tch!" (when the same player dies)
- Blood and gore effects
- Bots that can chat (predefined messages of course)
- Bots in all multiplayer game modes
- In-game music and in-game clock for multiplayer
- Destroyable buildings


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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 1:23 am 
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- New game modes (Deathmatch and elimination) -- Sortof. Free-for-all style deathmatch? Unfortunately it would still say "Player 2 is no more" and "Player 1 teamkilled", but you would get positive points. Maybe it is, im not sure.

- Name maker (players now have the option to color their names and choose symbols not previously supported by the game, via the main menu) for deathmatch -- Colored names on a per-person basis: no. Symbols in the main menu? Maybe a guide with their alt keys, but a selection probably isnt possible.

- New type of damage : Real Damage (recoil and bullet-drop are disabled for all weapons, run speed is faster plus all hand weapons have more bullets) -- "real" damage? there is no bullet-drop in bf1942. The rest: sure.

- New types of crosshairs, i.e. "the dot", the "crosshair-in-a-circle" and the "crosshair-in-a-square" -- suuure

- New sounds, such as the taunts "Die b*tch!" (when a player kills another player) or "Sonova b*tch!" (when the same player dies) -- When you kill someone...could be tricky. You can add taunts in the F menu in-game though. The second is possible.

- Blood and gore effects -- suuure

- Bots that can chat (predefined messages of course) -- yes. Easiest way would be to make them fire a 'weapon' that is a voice.

- Bots in all multiplayer game modes -- sure.

- In-game music and in-game clock for multiplayer -- Yes and yes - u can have a timer in multiplayer already
- Destroyable buildings -- Yes, might require some 3dmax


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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 1:55 am 
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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 1:59 am 
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Ehhh. Its a very ambitious idea, but bad for a first attempt. You should only tackle this after you've been modding parts of the game for a period of time..and even then I would recommend another modder or two to help with the whole thing. We would literally have to walk you through every single aspect of this...and that...would take a long time. :?


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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 2:11 am 
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The building and its wreck? Ha! Screw that! that makes the most ugly destructable buildings ever.

Truly good looking destructable buildings in battlefield have multiple parts, all destroyable statics, except the foundation building which would remain static, you create all of those pieces and the foundation building, puzzle piece them all together nicely in Battlecraft, and then go in game and have fun blowing away parts of the building, with big dust clouds of course.

Its the same premise on which the Frostbite Engine works for Battlefield Bad Company, and its been possible since 1942.


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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 2:31 am 
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Well, that's pretty much the only option I see excluding all the 3Ds Max bs. Because tbh, it seems you pretty much gotta be a techie to master the program. And besides, some city buildings I've seen in BC have 3 or more matching wrecks, so they ain't that much of a deal esthetically talking...


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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 3:32 am 
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not a techie... you just need to have a week and a bunch of tutorials and your set. Arch, I never that of having destructible buildings like that! I might take on the project of making a map that is very destructible :D :D :D very! with no life you could make a map that's almost completely destructible including being able to tear apart hills and trees, buildings, and everything except the sky and the base terrain. it would take ton's of modeling time, and you would have to spend masses of time coded so many different PCOs even if you used a similar objects.con template for each one. then you would have to place them in battle craft. and the map file would be massive. :shock: ok.... *panting* i'm... i'm done... :lol:

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 Post subject: Re: "The Gangster Mod"
PostPosted: Sun Jan 18, 2009 4:16 am 
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What you do is code the exact code you need in a seperate file, named like...All.inc then all you do is define the objects name and geometry, and type the line:

#include (Path of all.inc)/All.inc

and that code is added to all the objects in question. Just a matter of copy and paste.

The modeling would be the only real hard part, the amount of time you would need to make seperate pieces for each house depending on how detailed you want it would be unbelievable. Texturing, modeling, and making each piece to exact specifications.

But even more time consuming would be spend the time to puzzle it all together in a map editor. My destructable buildings would have no more than 6 parts, to keep it simple, DICE had studios all over the world working 24/7 to make about 25 different pieces for each house for Bad Company, and its result is impressive, but for us humble modders who do not do it for a living, 6 or below would be enough, just bigger dust clouds, and the buildings only need to be destructable by expacks, tanks, artillery, bombs etc. No grenade or rifle bullet.


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