Visionhunter wrote:
I could design the gameplay from A to Z, but I would need someone else to actually turn my ideas into code... Any takers?


The term coding/programming always makes it sound harder (to me at least) than what the usual modding with RWR is, as they aren't really related unless you go heavy into gamemode scripting where you come up with new logic, which isn't really needed until in a fairly late phase of the mod when you need to incorporate map change stuff or changing some settings on the fly.. if even then.
Modding is largely just changing parameters here and there and trying it in the game what your change just did, and creating new assets, models, sounds, textures, maps. As you don't have access to the internal logic, i.e. you can't directly code any new features, you have to create the mod features with the logic that is already there and exploit any oddities to their full extent; was it TheSoldier who made mines before I even thought it was possible, that's the stuff.
It's always good to work inside the box first, set up the game so that it's a zombie massacre mod as that's the easier part.
The obstacles with mod making come with overly ambitious ideas by wanting RWR to have logic it doesn't have, e.g. you'd have to be rather creative to have something like health or hunger. You can simulate health to an extent with e.g. vest slot, allow the soldier to carry 10 vests to take 10 hits; you'll have problems with that but it's one way. Hunger you probably could implement on the gamemode script side by periodically decreasing some stored player attribute, alert the player with a message if he's feeling hungry (you could make his character say it, for example), maybe automatically consuming specific items from the backpack for eating to alter the status, and after being hungry for too long, kill the guy or remove one health item... and so on.