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 Post subject: Uprising/Rebellion
PostPosted: Sat Sep 27, 2014 4:28 pm 
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Joined: Sat Sep 27, 2014 4:28 pm
Posts: 3
Is there any way or have any mod to simulate an uprising or a rebellion? Obviously, without making it notoriously easy or difficult. Like having more on the rebel side but armed with shittier weapons, and having the oppressors have better weapons and have vests by default, but have much fewer numbers? Help please? :?: :?:


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 Post subject: Re: Uprising/Rebellion
PostPosted: Sat Sep 27, 2014 9:02 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
Are you asking for the POSSIBILITY of making such a mod or are you REQUESTING someone make such a mod?

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 Post subject: Re: Uprising/Rebellion
PostPosted: Sat Sep 27, 2014 10:17 pm 
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Joined: Sat Sep 27, 2014 4:28 pm
Posts: 3
I am asking if it is
A) - Something I can simulate well without getting rekt, if not vanilla then
B) - The possibility of making such a mod, and
C) - How simple making such a mod would be. If I cannot do it (Highly likely) then I am
D) - Requesting a Rebellion mod.


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 Post subject: Re: Uprising/Rebellion
PostPosted: Sat Sep 27, 2014 11:22 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
My Zombie Mod does do a decent job of mimicking that - although just before you start the match, remember to offset the number of Survivors. Hordes of unarmed (yet fast and tough) zombies up against a smaller number of armed survivors.


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 Post subject: Re: Uprising/Rebellion
PostPosted: Sun Sep 28, 2014 3:51 pm 
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Joined: Sat Sep 27, 2014 4:28 pm
Posts: 3
Yeah, that's good, but It can get still get really difficult if there's too many zombies and you can't take em down fast enough. Any other suggestions?


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 Post subject: Re: Uprising/Rebellion
PostPosted: Thu Apr 09, 2015 3:01 am 
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Joined: Sun Apr 05, 2015 8:33 pm
Posts: 26
In code terms all you're asking for is basically, for example:

grey vs brown: nerfing grey weapons accuracy/damage/fire rate/recoil on their weapons, making a new bullet proof vest that does slightly less damage reduction.

Really easy to make the mod, you'd have to play with the in-game settings for numbers/accuracy to make sure your weaker faction isn't annihilated by the OP faction.


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 Post subject: Re: Uprising/Rebellion
PostPosted: Thu Apr 09, 2015 4:14 am 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 230
You can prepare a mod with 'uneven' teams with an init_match.xml (by this I mean the # of soldiers the team will spawn with. Which is what you want)

This way, whenever you start a quick-match the teams' percentages are already set up. (Just don't change them in the in-game menu!!! if you change those specific settings in that menu it will affect those values, thereby overriding them.)

The rest you asked about can be done fairly easily. :)




Below is an example of an init_match.xml I'm using for a wip mod which involves 3+1 factions: (the 4th faction is an "infected / zombie" faction" un-selectable for players, and therefore has more 'soldiers', as well as a different AI plan. The un-selectable part is not handled in this example.)


If you just pop an .xml with code similar to this into your mod's main directory it will load each time a quick-match is started. Don't use this code exactly as it may not be exactly what you're looking for. The most important line you want to know about is the capacity_multiplier= etc. What this percentage value yields should be fairly obvious.

Quote:
<commands>
<!-- start_game command: new game menu picks up defaults from here and allows user to override certain settings -->
<command
class="start_game"
vehicles="1"
max_soldiers="150"
player_bot_compensation="2"
xp_multiplier="1.0"
rp_multiplier="1.0"
friendly_fire="0"
base_capture_system="any"
randomize_respawn_items="1">

<faction initial_over_capacity="0" ai_accuracy="0.94" capacity_multiplier="0.12"/>
<faction initial_over_capacity="0" ai_accuracy="0.94" capacity_multiplier="0.36"/>
<faction initial_over_capacity="0" ai_accuracy="0.94" capacity_multiplier="0.24"/>
<faction initial_over_capacity="0" ai_accuracy="0.94" capacity_multiplier="1.0"/>
</command>

<command
class="commander_ai"
faction="0" active="1"
base_defense="0.2"
border_defense="0.2">
</command>

<command
class="commander_ai"
faction="2" active="1"
base_defense="0.3"
border_defense="0.3">
</command>

<command
class="commander_ai"
faction="2" active="1"
base_defense="0.75"
border_defense="0.1">
</command>

<command
class="commander_ai"
faction="3" active="1"
base_defense="0.0"
border_defense="0.0">
</command>

</commands>


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