RUNNING WITH RIFLES
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[Mod][2.0] Overlord
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=1422
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Author:  Whisper [ Wed Feb 19, 2014 8:33 am ]
Post subject:  Re: [Mod] Running with Hedgerows

Can you please say what you had to remove?

Author:  The Soldier [ Wed Feb 19, 2014 7:59 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

I've had to remove the Colt M1911, the Walther P38, the Tank Trap and the Land Mine (both of which are in-game now, I'll just edit the files some), the Bazooka, the Panzerfaust, the M2 Mortar and the WIP M3 Halftrack.

Hopefully I'll be able to get the pistol animations back in. The bazooka and panzerfaust can be added without much difficulty, but need some balancing done to them. The M3 Halftrack might not make a return. :( The M2 Mortar is going to be bloody annoying to put in, but I will make sure of it's return.

EDIT:
Updated OP with correct information.

Author:  The Soldier [ Fri Mar 14, 2014 9:21 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

Alright, I've updated it to .94 and I've added some things:

A Satchel Charge, like a very, VERY large Hand Grenade. Equivalent to C4 in blast radius, but does less damage.

I've also added the Sticky Bomb (a reference to you CoH players out there). It does as it says, it sticks to vehicles! Does the same damage as the Impact Grenade.

I've also changed some things - I've had to remove what was left of the mod vehicles (mainly because I can't get the vehicles in the map). I've tweaked the M7 Grenade Launcher to have the same arc as the M79, to make it feel a bit more at home. Also tweaked the AT damage values (just the Panzerfaust and Sticky Bomb at the moment, but it'll grow to contain the Bazooka, Panzerskrek, and the....PIAT)

EDIT:
Alright, OP updated. To all you new players, here's a thread on how to install this mod (and any other mod you wish, and I suggest you do just that!)

viewtopic.php?f=7&t=1286

Author:  Whisper [ Sun Mar 16, 2014 12:41 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

I feel like I gotta ask: is there a possibility of 3rd faction? Like brits or something.

Author:  The Soldier [ Sun Mar 16, 2014 1:08 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

I thought the PIAT in my last post would give it away. ;)

Author:  Kaz [ Sun Mar 16, 2014 1:48 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

Great work! I've only played a few matches in single-player but I can already tell a lot of work went into this.

I'll let you know if I find any issues.

Author:  The Soldier [ Sun Mar 16, 2014 2:20 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

Thanks, I'm glad you're enjoying it. :)

Author:  Whisper [ Sun Mar 16, 2014 3:26 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

Also, why mp40 and Thompson are only can wound? Is it for balance?

Author:  The Soldier [ Sun Mar 16, 2014 4:25 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

I did want to add another reason to have your medkits - it's always fun to see the AI run up and you or other guys. Some background to watch while you plink away, I guess. Also, both those SMGs have a pretty high kill chance (or in this part, wound chance).

I *did* want to make it so that if you're hit by an SMG once, you're wounded, and if you're hit by an SMG while you're down, you're dead. Unfortunately, can't figure that part out, I don't think it's possible.

Author:  bwc153 [ Sun Mar 16, 2014 8:20 pm ]
Post subject:  Re: [Mod] Running with Hedgerows

As it stands we probably have to bug pasik about implementing a wound AND kill chance to a weapon, at least for modding purposes.

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