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Shootdodge: The Sequel 1.1

602

Thanks to jedijosh920 for the original mod

I like action movies and Shootdodge's great mod. Unfortunately, it's outdated so I decided to revive it, and added stuffs that I think the mod needed to balance it, to make it work like a skill.
Showcase video above is from v0.9, see new changes, read till the end
If you ever have a problem installing, please chat me on my discord.

Features:
  • Bullet Meter HUD (texture by Dragononandon) and gameplay improvements
  • Bullet Meter acts as a limit to balance gameplay, forces you to think strategically
  • Weapon drains bullet meter differently, Pistols drain slower compared to Rifle
  • Bullet meter will be filled very slowly, but killing people will fill the time meter faster
  • Sound effects implemented
  • Bullet meter HUD and Sound can be deactivated inside .ini config
  • Config for changing time scale and dodging forces (in case the jump is too high for you, read incompatibity below)
  • Character will stay prone on the floor in aiming mode on landing unless move keys are pressed

How to Install:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder.
Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can activate Shootdodge with J. You can change the key and other stuff in the .ini config

Requirement:
ScriptHookVDotNet3. I strongly recommend the Nightly Version
This script was made on game version 3179

Bugs:
  • Mistakenly choosing melee weapons in the middle of diving will break animation
  • Legs will get through the ground when landing on slopes or uneven ground. It looks weird but not important so I'll ignore this
  • Inconsistent forces. This bug makes flying sometimes very low and short (Fixed on v1.1, hopefully)

Incompatibility: a slow-mo mod will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted. This also includes when choosing weapons, so don't change weapons when you've started the dodge, it will stop the slow-mo prematurely
New! Physics mod or ragdoll mod will affect this mod. The jump height & push forward force when diving are indeed affected, you need to adjust the forward & upward forces in the config to suit your game if you use one.

Changelog:
1.1
  • Changed how the force's delivered, I've tested it and now unpredictable forces almost never happen
  • Fixed the endless floating bug on slopes (slopes still not recommended tho)
  • Height limit to ragdoll raised back, You can jump from higher places as long as the height still makes sense (tall building = suicide), there's a health penalty for this
  • Now if health is below 50% the time will slow a little bit more (read config)
  • Default config adjusted closer to what Max Payne 3 values (jump is not far but high, same level as enemy's head)
  • Removed the hud draw delay, tidied up the config and some codes

1.0.
  • Tightened the height limit to ragdoll to reduce floating bugs around stairs/slopes
  • Sound overhaul: added heartbeat sfx, ambient sounds reduced when shootdodging, removed loud gun bang on the intro
  • Configs overhaul: forces and timescale can now be adjusted, added adjustable hud update delay to lighten script load
  • Running vs walking will produce a slightly different boost unless the inconsistency bug breaks the forces
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Первая загрузка: 16 мая 2024
Последнее обновление: 8 дней назад
Последнее скачивание: 1 минуту назад

All Versions

 1.1 (current)

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10 дней назад

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