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-   -   How do you make a realism mod? (alliedassault.us/showthread.php?t=26925)

AnimeLord 06-18-2003 06:45 PM

How do you make a realism mod?
 
I always wonder how people do it. My favorite so far is Xavier's, but if possible, I would rather make my own. Anyone know how?

Tiwaz 06-19-2003 02:20 AM

Making one is not difficult. Making a good one is. CKR for example might be more 'real', but ruins gameplay. Many will disagree with me on this one, but they're wrong.

First thing to do is to extract all weapon files from the .pk3's. Then edit the weapon's properties in the .tik (for grenades .txt) files. Find a line called '// DM Attributes', and edit the properties below that line. You can use Notepad for this. Save the file when you're done. You can not save to a .tik wih notepad, so you will have to save to .txt and rename to .tik later. Repack them to a .zip file and rename to .pk3. Done. Make sure you keep the folder structure and filenames intact. I still have a .zip on my website with the original weapon .tik files in it. Click on the website link below and you will find it.

mohaa_rox 06-19-2003 02:21 AM

what does realism mod do? which one is the best to use?

Tiwaz 06-19-2003 03:55 AM

[quote="mohaa_rox":5af0d]what does realism mod do? which one is the best to use?[/quote:5af0d]

My opinion: Use stock. Most realism mods suck. Ruin gameplay. Not to start a discussion here, the realism vs. non-realism subject has been milked out already. CKR realism is an example of a realism mod, many servers run it. Look it up on the mods page of this site.

Basically, 'realism-mod' is term used for any mod that changes weapons' properties, such as bullet damage, run speed, accuracy, etc. Most of them are supposed to make the game feel more real, e.g. a hit = a kill. Make the first bullet count, something like that. Evasive manoeuvres are not appreciated in mods like these.


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