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sturmfalkerda

24/7 Battlefield Style RUSH!

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Hey guys! Today I'm sharing a project with the community and I'd love to hear your feedback.

I'm running a improved/slightly less buggy version of Rush Redux with new features for non-commercial reasons.

It's similar to RUSH mode from battlefield titles.

 

New perks, new balancing changes, callouts and auto gestures and new features.

It's still quite early, but you can get in on the action via:

Name: 24/7 Falkes Rush! - Battlefield Inspired!

Server address:uafminecraft.game.nfoservers.com:2302

 

 

CHANGELOG

Version 0.67.0 5/2/2017
- extDB3 support (Thanks to the awesome Altis Life Discord peeps for helping me with undocumented changes)
- Server is now 64bit following extDB3 migration
- Actually fixed height restriction (Changed getPosATL to getPosASL) 
- height restriction fix was silly
- Slammer MBT on Valley Station (Map 2) Stage 3 no longer identifies as a Prowler
- Defenders now properly receive MBT on Valley Station (Map 2) Stage 3

Version 0.65.0 - 3/18/2017
- Added new, more vehicle oriented environment
  Features Little birds, APCs and Tanks
- Added a basic mountain restriction system that can be configured per mcom
- Made previously xp walled weapons much more easily obtainable
- Disabled custom damage and incap system until bugs can be fixed

Version 0.64.0 - 3/17/2017
- Added two new LMG types and made support less xp walled
- Adjustments to unlock tree
  Current tree as follows
- Medic > TRG > MK20> AKS> CTAR GL> MXC > KABITA> AKM > AK12 > ARX > SPAR
- Engineer > MP5 > Vector
- Support > M249 > MK200 > CTAR
- Recon > DMR woodland > EBR > SPAR DMR > MXM > Lapua Custom


Version 0.63.0dev - 3/11/2017
- Added trip wire perk to recon (Check to see if kills are handled correctly)
- Commented out leftover code that enabled a bullet cam on various weapons


  
Version 0.62.9 - 3/10/2017
- Ported to Altis and removed mod requirements
- Added support for Dynasound 2 and Enhanced Soundscape (L_ES)
- Implemented first version of grenade shoutouts
- Added hand grenade perk
- Implemented class restrictions (Must be x class to use x class primary)
- Visualized class restrictions
- Downed state and new damage handling mechanics for testing extended vest perk
- Side specific backpacks for engineers using both the anti tank and ammunition perks
- Commented out leftover code that was causing a revived player to emit the MCOM arming sound
- Fixed server restart functionality
- Pushed the server restart timer back to allow two rounds
- Fixed unlock and persistency system

Thoughts for this update:
Reduce mcom fast beep to play at 10 seconds left instead of 20
Basic AC code to protect server while admins are unavailable
Chat command for getting player information in the event of bad behaviour
Cover pass on stage 2 and final stage
Friendly fire protection
Revived state thank you
Revived state hold animations
Revived state sounds
Revived state gestures
Protection zones
Weapon balance pass
First person only
Third person downed state
Consider new framework for deployable objects like trip wires
Add AT mines for engineer
Defusal kit fot engineer
Balance and configure more weapons
Squad Wipe and third UI element for Squad Wipe
Rewrite Mcom arm sound implementation to either work dynamically like the Mcom sound or allow interuption of sound
  

 

Screenshots:

Spoiler

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Identified some problems with the system and pushed the restart to once per round to keep everything rolling smooth. Eventhandlers are weird... lol

 

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does it have an optional AI support mode when low on players or as training mode?

also any chance for a WW2 version? :dummy:

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12 minutes ago, .kju said:

does it have an optional AI support mode when low on players or as training mode?

also any chance for a WW2 version? :dummy:

WW2 version would be fairly easy to do, especially considering Beketov is kinda fitting. Just a matter of class swaps and a few hours spent on designing each class uniform again.

AI is not supported, but honestly it shouldn't be too much of a hassle to get it worked out. Need to make sure it's completely stable and identify any script caused lag before doing so though. I'll put that on the roadmap.

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thanks for the quick response :)

 

while pure PvP is best, its not that easy to get PvP going these days on a regular basis.

do you have/are part of a community backing you with PvP events/to fill a public server?

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Unfortunately not. I'll probably have to rely on scheduled playtests to get the ball rolling. In the mean time, I'll prototype some AI support.

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Going to backport this to a vanilla map and make a version without mods to make it easier on people.

Stay tuned guys! Check out the Gfycats for progress on Class restrictions and Nade callouts.

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Phew! Big update.

Added a new environment to the rotation, basic mountain restriction system and made some weapons less pay walled and fixed numerous bugs.

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