View Full Version : Realism Settings Mod
[SKC]Madman
11-13-2004, 02:22 PM
From MOHArmy Q&A with Rick Giolito
Q: Will there be a "Realistic Mode"?
There are legacy realism settings in the game engine but the checkbox for realism will not be exposed in the interface. Our main focus and priority will be to make sure that the stock MP weapon settings are fun and balanced. We'll leave it to the mod-making community to take it from there! We know that they can't wait to rip into the game and put their personal stamp on it!
Really looking forward to a modder unlocking the 2 hidden realism settings. Anyword on the the status for this type of modification?
HLC_Moses
11-13-2004, 02:39 PM
The cvar to turn it on/off is already there and the realism settings are included in the weapon hag files.
I included a switch in the HLC Rcon Utility to enable/disable the Realism mode, and it seems to take effect immediately without a Restart.
~MOSES
[SKC]Madman
11-13-2004, 03:01 PM
ok thanks moses, i must'a misunderstood i thought that their were 2 more hardcoded realism settings embedded in the game, other than the realism 0-1 cvar that needed to be enabled or turned on by modders.
Q: Will realism mode apply to Single player, Multi player, or both?
A: There will be a separate realism settings for both Multiplayer and Single Player. There will be a realism setting for single player that will increase damage of weapons. However, it will be a different set of variables from the undocumented multiplayer realism settings.
I used to mod for Mohaa as [173d]Madman in the 173d Airborne clan in the days before we renamed and restructred as The Skeleton Crew. i just dont have the time to jump back into modding these days.
So im hopeing someone will answer the call for a balanced realism mod with accurate bullet spread, penetration and overall weapons physics along with weight speed. The game is already top notch but a good realism mod will improve tactical & squadplay immensely.
HLC_Moses
11-13-2004, 03:36 PM
Here's the section of the weapon .hag file for the thompson that configures accuracy over range. You'll notice there are 4 sections, DM, SP, dmrealism, and sprealism. These are the 4 levels mentioned. As you already know (but for others who may not),for mutliplayer, the settings of concern are under dm and dmrealism.
//======================================//
// WEAPON ACCURACY //
//======================================//
//Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)
sp bulletrange 4000 //the range at which bulletspread is applied
sp bulletspread 25 25 55 55 //minpitch minyaw maxpitch maxyaw
sp crouchbulletspread 20 20 50 50 //same as bulletspread but for when crouched
sp pronebulletspread 15 15 45 45 //same as bulletspread but for when prone
sp firespreadmult 0.1 0.35 200 0.25 //add falloff cap maxtime
dm bulletrange 4000 //the range at which bulletspread is applied
dm bulletspread 25 25 55 55 //minpitch minyaw maxpitch maxyaw
dm crouchbulletspread 20 20 45 45 //same as bulletspread but for when crouched
dm pronebulletspread 15 15 35 35 //same as bulletspread but for when prone
dm firespreadmult 0.18 1.2 8 0.1 //add falloff cap maxtime
realism bulletrange 4000 //the range at which bulletspread is applied
realism bulletspread 25 25 55 55 //minpitch minyaw maxpitch maxyaw
realism crouchbulletspread 20 20 50 50 //same as bulletspread but for when crouched
realism pronebulletspread 15 15 45 45 //same as bulletspread but for when prone
realism firespreadmult 0.1 0.35 200 0.25 //add falloff cap maxtime
dmrealism bulletrange 7200 //the range at which bulletspread is applied
dmrealism bulletspread 25 25 55 55 //minpitch minyaw maxpitch maxyaw
dmrealism crouchbulletspread 20 20 45 45 //same as bulletspread but for when crouched
dmrealism pronebulletspread 15 15 35 35 //same as bulletspread but for when prone
dmrealism firespreadmult 0.2 0.9 8 0.1 //add falloff cap maxtime
In my opinion, EA did a pretty good job with the weapons this time around. We gave them some feedback during Community Day, and they continued tweaking them well after. During game development, they had the opportunity to fire the real-life counterparts of these weapons, and they did a good job replicating their characteristics in the game.
One thing that was an issue was the natural imbalance between the American and Japanese weapons, which required a tradeoff for multiplayer (i.e. sacrifice some realism so the Japanese weapons could be more comparable to the American counterparts).
I've always created weapons mods for HolyLand's servers, dating back to MOH, because we enjoy a slightly more lethal gameplay (as many do). So the one thing I might do with these weapons is bump the damage up some more.
~MOSES
[SKC]Madman
11-13-2004, 04:08 PM
yeah i agree that EALA did a outstanding job. I personaly would like to see the rifles damage across the board increased, for balance as we have classes limited and weapon limitations enabled on our server. so that entails a lot of rifleman on the server, the rifles definatly need some beefing up.
Moses if you and holyland would like share your realism mod after development , we would be happy to add a message on server stating The Skeleton Crew Tactical Teamplay server uses Moses Holyland Clan Realism mod, and add a link to holyland clan on our website to show support.
A mod of this nature will no doubt give the community a needed balance and feel to the game and encourage even more teamplay over run and gun for Tactical Realism clans/squads.
Thanks for even thinking about it and the time posting the info you have.
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