An RAv3 beta will be hosted on the AFA server as close to 12AM EST tonight as I can manage. If problems arrive this event will be canceled.
Edit: Is now running on AFA server, pass is 'muffin7'
This mutator is the sucessor to the popular RAv2 and RA mutators, also known as the realaim series. These versions were not only a vehicle for fixing inconstancies and adding features to normal infiltration, they were radical gameplay modifiers intended to bring the game to a more realisic perspective.
Major controversy surrounded these two mutators, in the then-unheard-of concept of large scale modding-for-a-mod, in the features contained within, and later, the subjectivity of the realism/gameplay balance.
Version three is planned to support some modified features of the RAv2 mutator plus further additions as they become feasable.
The version on the server will have:
1) Fully 'vectorized' weapons.
"Vectorized" is my term for weapons with thier own rotation. All movement 'conefire' of the infiltration weapons no longer exist. The weapons now shoot where they are pointing, all the time. The weapon bob for every single gun has been redone in a manner to keep improper gameplay effects that could result (IE, fully accurate running shooting) to a minimum. This has to be seen in offline with a laser to understand fully.
2) A weapon waver works with the 'vectored' weapons.
The combination of these two features serves to form the major base of how firefights are effected. The weapons all have values determining how steady they are at any point. Positions, actions, and movements have an influence on how this works - the system will not favor jogging into a room to crouch suddenly when you see targets!
3) RAv2 classic inertia
A simple system of slowing down the acceleration of players serves to minimize the unnatural 'dancing' players can execute to become a difficult target. The accerations are tuned to the 3rd person movement animations to keep players looking like natural humans.
4) Redone scopes
Currently the most unfinished of the main features, waver combined with a alternate way of calculating scope overlay offers an extremely accurate scope view. It always shoots near exactly where it's pointed - but keeping it on target is another story. The waver used is the same as all the other weapons.
Minor fixes are bound to show up as the mutator is rather encompassing. A fixed shotgun collision and pattern is already included.
The server will be running a very traditional EAS setup.
Attachments are not yet working.
The only scopes availible will be the RC50, and if I manage before it's time, the PSG.
There will not be any custom weapons. I haven't completely finished with the ordinary ones yet.
Some weapons are done on a somewhat individual basis, so try other weapons before calling foul.
The mutator is still in very early stages, bugs are bound to pop up at any time. I will be locking the server monday night or afterwards, both to avoid stealing the thunder of the newly released weapons pack, and the hard-earned playerbase of the other major servers.
Myself and a few others will be the residing admins, and reserve the right to terminate the session at any time and for any reason. There is no download availible yet as I'm still scrambling to polish it as much as possible for easy playability.
The server will also be running a few hud/speech elements, new40mm and the Bulletsounds4 hitboxes. Ballistic scale will be 60%.
Keep the majority of disussion/questions/flames to this or the antics thread. I can only explain things in game so many times before losing it totally, and I wish to see how it plays as well. If possible, point others to this thread before having them join the server.
Edit: Is now running on AFA server, pass is 'muffin7'
This mutator is the sucessor to the popular RAv2 and RA mutators, also known as the realaim series. These versions were not only a vehicle for fixing inconstancies and adding features to normal infiltration, they were radical gameplay modifiers intended to bring the game to a more realisic perspective.
Major controversy surrounded these two mutators, in the then-unheard-of concept of large scale modding-for-a-mod, in the features contained within, and later, the subjectivity of the realism/gameplay balance.
Version three is planned to support some modified features of the RAv2 mutator plus further additions as they become feasable.
The version on the server will have:
1) Fully 'vectorized' weapons.
"Vectorized" is my term for weapons with thier own rotation. All movement 'conefire' of the infiltration weapons no longer exist. The weapons now shoot where they are pointing, all the time. The weapon bob for every single gun has been redone in a manner to keep improper gameplay effects that could result (IE, fully accurate running shooting) to a minimum. This has to be seen in offline with a laser to understand fully.
2) A weapon waver works with the 'vectored' weapons.
The combination of these two features serves to form the major base of how firefights are effected. The weapons all have values determining how steady they are at any point. Positions, actions, and movements have an influence on how this works - the system will not favor jogging into a room to crouch suddenly when you see targets!
3) RAv2 classic inertia
A simple system of slowing down the acceleration of players serves to minimize the unnatural 'dancing' players can execute to become a difficult target. The accerations are tuned to the 3rd person movement animations to keep players looking like natural humans.
4) Redone scopes
Currently the most unfinished of the main features, waver combined with a alternate way of calculating scope overlay offers an extremely accurate scope view. It always shoots near exactly where it's pointed - but keeping it on target is another story. The waver used is the same as all the other weapons.
Minor fixes are bound to show up as the mutator is rather encompassing. A fixed shotgun collision and pattern is already included.
The server will be running a very traditional EAS setup.
Attachments are not yet working.
The only scopes availible will be the RC50, and if I manage before it's time, the PSG.
There will not be any custom weapons. I haven't completely finished with the ordinary ones yet.
Some weapons are done on a somewhat individual basis, so try other weapons before calling foul.
The mutator is still in very early stages, bugs are bound to pop up at any time. I will be locking the server monday night or afterwards, both to avoid stealing the thunder of the newly released weapons pack, and the hard-earned playerbase of the other major servers.
Myself and a few others will be the residing admins, and reserve the right to terminate the session at any time and for any reason. There is no download availible yet as I'm still scrambling to polish it as much as possible for easy playability.
The server will also be running a few hud/speech elements, new40mm and the Bulletsounds4 hitboxes. Ballistic scale will be 60%.
Keep the majority of disussion/questions/flames to this or the antics thread. I can only explain things in game so many times before losing it totally, and I wish to see how it plays as well. If possible, point others to this thread before having them join the server.
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