Idea -> mutator
In response to this, I've written a little mutator (non-playerpawn based) for 2.9 to addess some of these issues.
The idea has been pitched to the INF Mod Team for testing. So far, the features are as follow:
Features:
========
*Bleeding - results from being shot at an unprotected spot on the body (close to center mass).
This critical hit disables aiming and slowly drains the player's health at a rate dependent on the damage done.
Critical hits are admin configurable to restrict it to torso only or full body.
Field Dressing - This is required to halt bleeding from wounds. Using the bandage bind (mutate bandage)
you must remain stationary while applying the dressing. If you move or if you switch weapons, the process is interrupted.
Bandaging time increases with the number of wounds at one time. You can apply this as many times as needed, although
you will most likely sustain a fatal amount of damage before you can use it that much anyway.
*Fatal shots - Two additional instant-kill sections on the body: chest area (center mass) and the morbid crotch region.
Armour protects against chest shots and a part of the groin...
Disorientation - Being shot unaims your weapon, throws your view off based on damage done and momentum absorbed,
stuns and renders you unable to fire (except kabar and m67 hand grenades) for a brief moment depending on damage taken.
Note: If bleeding, you may not be able to fire for an extended period unless you crouch or prone to wear off the stunned effect.
Jumping while disoriented reduces to a limp and also extends this retarded moment.
*enabled/disabled by the admin.
In response to this, I've written a little mutator (non-playerpawn based) for 2.9 to addess some of these issues.
The idea has been pitched to the INF Mod Team for testing. So far, the features are as follow:
Features:
========
*Bleeding - results from being shot at an unprotected spot on the body (close to center mass).
This critical hit disables aiming and slowly drains the player's health at a rate dependent on the damage done.
Critical hits are admin configurable to restrict it to torso only or full body.
Field Dressing - This is required to halt bleeding from wounds. Using the bandage bind (mutate bandage)
you must remain stationary while applying the dressing. If you move or if you switch weapons, the process is interrupted.
Bandaging time increases with the number of wounds at one time. You can apply this as many times as needed, although
you will most likely sustain a fatal amount of damage before you can use it that much anyway.
*Fatal shots - Two additional instant-kill sections on the body: chest area (center mass) and the morbid crotch region.
Armour protects against chest shots and a part of the groin...
Disorientation - Being shot unaims your weapon, throws your view off based on damage done and momentum absorbed,
stuns and renders you unable to fire (except kabar and m67 hand grenades) for a brief moment depending on damage taken.
Note: If bleeding, you may not be able to fire for an extended period unless you crouch or prone to wear off the stunned effect.
Jumping while disoriented reduces to a limp and also extends this retarded moment.
*enabled/disabled by the admin.