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Reload this Page Medal Of Honor base and mod issues that need fixing
MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault

 
 
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Crow King is Offline
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Posts: 542
Join Date: Jan 2002
   
Default 02-16-2002, 11:55 PM

Couple of thoughts......

1. I agree on the grenade limitation, from both a realism and a practicality / lag perspective.

2. Are the grenades too powerful? I really don't know. As for choke points, you have to adapt to it. Just like in real life, you go charging in blind and you'll probably die.

3. We're trying to limit the weapons by map. The problem is that you have to find a place in the game to put in conditional logic (ie. "If x players have rockets, don't allow any more"). At this point, it looks like this has to be done either in the server's source code or, possibly, in a map script (don't know yet). For now, it's all or nothing. The best work around I've seen is to make them more realistic, so folks don't find them as attractive.

4. The sniper problem on Omaha isn't going to be fixed by addressing the sniper, as the sniper rifle is only part of the problem. You can mitigate things via the sniper because the weapon's tiki file is easy to edit, but scope sway may be beyond simple modding of the tiki files. Another problem is that each shot is always right on the money, regardless of distance. I've created a new mod that introduces ballistics to the sniper rifle (bullet drop, but no wind yet) and I'll release it soon.

The other half (and more serious) problem on Omaha is that the bunker's lighting and aperture are not correct. The Allies didn't attack Normandy with boat loads of snipers because, when you view a real bunker from a scope, you can't see the guy behind the gun. You can pot luck shoot through the aperture, but you might as well try to blow it because to make the aperture shot, you'd be looking down the barrel of the gun (not a healthy idea). But as anyone who's used a sniper on the Omaha map can tell you, the german's noggins show up like pumpkins in the scope.

To fix this issue would, I think, require a change to the map files and that would require people to download the map. Frankly, I don't have the time or energy right now to address it, but if some of you want to, I'll tell you how.

5. Hopefully, GtkRadiant for MoHAA will be relaeased soon and folks will start releasing maps. Some folks have converted SP maps, etc., but the spawn points are generally not desirable (to put it mildly).

6. Scope sway may not be possible now. Let's see if some ballistics can change things around.

7. Flamethrower is probably never going to happen. Lag issues aside, it requires custom coding.

8. See #4.

9. Sway may not be possible, but recoil can be changed. The problem here is that the Init section of the weapon's tiki file is taken from the server, but not the client animations (which contains the viewkick entry). You can add a viewkick entry in the init section, but this hacks things up since the code was probably changed to assume the kick is in the animation section. I've played around with it and you can get a real good recoil in the scope (as it would be in real life), but again, folks would have to download it.

In the real world, your typical sniper, though trained well, cannot make a shot through the scope while "strafing".

10. I think the grenade physics can be changed via some variables in the files, but I haven't messed around with it. Yet.

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