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Sven Cooperative Experience Mod [Current Version: 17.0]


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JesusLtu
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Join Date: Feb 2008
Location: Lithuania/Klaipėda
Old 12-28-2008 , 14:18   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #541

What about to add power "More speed" to this mod? It would make it more like RPG Mod. And I really liked RPG Mod on one server but that server is crashed now. Sorry for bad English.
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Silencer123
Veteran Member
Join Date: Jul 2006
Old 12-29-2008 , 07:56   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #542

I am waiting for SC 4.0 Beta 2 which comes in two weeks and xXAvalancheXx
to update the Sven Co-op module. Then I will get started on a complete rewrite
of this plugin.

Oh and guys, please use Metamod-P, not Metamod.
Doing so will fix 99% of the problems you are experiencing, because
Metamod has not been updated for SC 4.0, yet. Even if it was updated,
Metamod-P would still be better in many aspects. With Metamod my maps
need 15 seconds more to load, with Metamod-P they don't.

Edit: Now waiting for sawce/ts2do to update hamdata.ini as well. :p
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Last edited by Silencer123; 12-30-2008 at 06:55.
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8find3r
Junior Member
Join Date: Dec 2008
Location: Iceland
Old 12-30-2008 , 14:01   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #543

It would be nice to have this mod in sven if taken away the Anti-Gravity and the problem when you're using the MP5 you will automatically get the M16 becouse of the bombs Otherwise this addon does nothing but make the game boring.

* I am talking about when using the MP5 and the Ammo Reincarnation gives you AR grenades :O It must be changed to when you're using the M16 then you get the grenades.

Last edited by 8find3r; 12-30-2008 at 18:08.
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Silencer123
Veteran Member
Join Date: Jul 2006
Old 12-30-2008 , 14:11   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #544

The AR grenades problem is already fixed by the game itself.
When you collect AR grenades in a map with no M16 inside,
you automatically get an M16 with it.

I will rip the anti gravity thing out, especially since we now have
the auto climb feature, anti gravity completely fails its purpose.
Maybe I leave in that you can set one skill point on it for the 64
units high crates for maps with the autoclimb feature disabled, but
that'd really be it.

Then I am going to add in damage bonuses and elemental resistances,
but I won't go too far one those, either. Also there will be caps for that.
E.g. the resistance takes less effect the higher the damage is, to prevent
trigger_hurts intended to kill on touch failing.

Also going to scale falling damage onto players health properly, so you cannot
jump down and survive when you really aren't supposed to.
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Bbaby <3
Member
Join Date: Oct 2008
Old 01-05-2009 , 01:36   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #545

Is it possible to remove skills from the list?
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Stixsmaster
Veteran Member
Join Date: May 2007
Location: I am all around you...I
Old 01-05-2009 , 12:06   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #546

Yes it is possible to remove skills if I aint mistaken...it is in the source tho...if I recall correctly there...should be cvar or a line to comment out that will do the trick...

---Stixsmaster
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Bbaby <3
Member
Join Date: Oct 2008
Old 01-06-2009 , 02:26   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #547

Can you help me to find the line? i tried but still cant find it...I want to remove Team Power.
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Bbaby <3
Member
Join Date: Oct 2008
Old 01-11-2009 , 00:12   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #548

Is it possible to check what skills players have?if yes how?
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ifurn0
Junior Member
Join Date: Jan 2009
Old 01-15-2009 , 03:01   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #549

hello and greetings from hiddenhq
we would like to extend our many thanks and great appreciation for this mod

while the xp mod is being re written, can we please make a feature request?

when a player gets up to a high lvl they do yearn for the challenge of being a newb upon occasion but the problem is once the skills are reset it is particularly annoying to place them back

would it be possible to have something like
selectskills 1 200

thus instead of going select skills and pumping 1 200 times it instead sets strength to 200

then there is the consideration of what if the player dosent have 200 points free, maybe set to the maximum of the points remaining, say for example 170

if the skill level is above 200, say for example 250 then the level will be set back to 200 and 50 will be added to the pool of remaing points to be spent

also mabe select skills 1 +20 which will add 20 points to strengh but not take any away

also my thoughts on the antigrav, ive always liked it but occasionaly there is a delay between the first and second jump if you do decide to keep it could you posibly smooth it out a bit?
and mabe add lvl 40 adds longjump (that is set off by run+duck+jump) that could make thigs realy intresting


many thanks and keep up the good work!
~ifurn0
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Rirre
Veteran Member
Join Date: Nov 2006
Old 02-06-2009 , 10:56   Re: Sven Cooperative Experience Mod [Current Version: 17.0]
Reply With Quote #550

Can you do so bots don't receive any frags then?
That would stop so the bots don't receive any XP at all.
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