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UNREA1

[CS:GO] AS_Evac & VIP mode (WIP)

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The solution for above 100 armor would be to use heavy armor, just without the speed reduction and hud filter. Valve made it possible to dynamically change heavy armor when they released coop_cementplant on the workshop.

Also, while editing the heavy ct model with a t-face is a good place holder, if you wanted to have the VIP look similar to the old cs game id recommend editing one of the professional models. Add on the bullet proof vest from the danger zone jump suit models, maybe the helmet as well.

Alternately if you want to maintain the heavy armor look to explain the VIPs higher health and armor, editing down the extra padding on the heavy armor and changing some colors would do better to distinguish it from the regular heavy ct model.

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14 minutes ago, fewseb said:

The solution for above 100 armor would be to use heavy armor, just without the speed reduction and hud filter. Valve made it possible to dynamically change heavy armor when they released coop_cementplant on the workshop.

Also, while editing the heavy ct model with a t-face is a good place holder, if you wanted to have the VIP look similar to the old cs game id recommend editing one of the professional models. Add on the bullet proof vest from the danger zone jump suit models, maybe the helmet as well.

Alternately if you want to maintain the heavy armor look to explain the VIPs higher health and armor, editing down the extra padding on the heavy armor and changing some colors would do better to distinguish it from the regular heavy ct model.

Thank you for pointing out the heavy armor thing, I was kind of away from CS:GO during the coop operation thingy so I didn't know about that, we'll look into that!

About the VIP skin, yeah, we had the professionals body before, but when we decided to add the new head model, we realised the new rigs are different from from older models so it wasn't so simple of a task. So we just went with this for now. But I do plan to bring back a suited VIP with kevlar and helmed with better color scheme.

Thank you again! :)

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13 minutes ago, UNREA1 said:

Thank you for pointing out the heavy armor thing, I was kind of away from CS:GO during the coop operation thingy so I didn't know about that, we'll look into that!

About the VIP skin, yeah, we had the professionals body before, but when we decided to add the new head model, we realised the new rigs are different from from older models so it wasn't so simple of a task. So we just went with this for now. But I do plan to bring back a suited VIP with kevlar and helmed with better color scheme.

Thank you again! :)

How different? I ask because there are 2 different sets of models for each faction, one set is a legacy set left over from before the 2015 animation and hitbox update.

 

the older legacy set is under

models\player\tm_professional.mdl

The new set currently used for old an updated models is

models\player\custom_player\legacy\tm_professional.mdl

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2 hours ago, fewseb said:

How different? I ask because there are 2 different sets of models for each faction, one set is a legacy set left over from before the 2015 animation and hitbox update.

 

the older legacy set is under

models\player\tm_professional.mdl

The new set currently used for old an updated models is

models\player\custom_player\legacy\tm_professional.mdl

Hello hello, wannabe modder here that happens to know a thing or two.

Unfortunately valve completely butchered the professionals, and by that I mean it's filled with clipping issues, tiny waists and horrible posing. But I'll let HLMV do the talking ;)

sLW7Esc.png

As you can see from the filenames, the one on the left is using the new animations, it's unusable when decompiled too, idk what valve did to this class, but they really need a revamp ASAP

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6 hours ago, Se7en said:

Hello hello, wannabe modder here that happens to know a thing or two.

Unfortunately valve completely butchered the professionals, and by that I mean it's filled with clipping issues, tiny waists and horrible posing. But I'll let HLMV do the talking ;)

sLW7Esc.png

As you can see from the filenames, the one on the left is using the new animations, it's unusable when decompiled too, idk what valve did to this class, but they really need a revamp ASAP

Im not really seeing anything different between the one in the picture and an in game version, Im not really sure how bad their posing couldbe either, considering they use the exact same animations et as the rest of the t-models, clipping issues are not great either, but almost every faction has them somewhere.

 

Basically I need red circles and arrows along with a 5 page explanation of what I should be looking for.

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1 hour ago, fewseb said:

Im not really seeing anything different between the one in the picture and an in game version, Im not really sure how bad their posing couldbe either, considering they use the exact same animations et as the rest of the t-models, clipping issues are not great either, but almost every faction has them somewhere.

 

Basically I need red circles and arrows along with a 5 page explanation of what I should be looking for.

But I wont provide because it's clear as fudge, just overlay them in photoshop and it's clear as water

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@fewseb I've been looking into the item_heavyassaultsuit, it's got some limitations from what I can see. It only works if mp_weapons_allow_heavyassaultsuit is set to 1, which is alright, we could turn it on, give the item to the player, and turn it back off in one frame. It also replaces the world model and view model of the VIP, but we can just replace by resetting the model after giving the item.

Unfortunately the item changes the players speed (which you can also customize using mp_heavyassaultsuit_speed but that makes the players speed the same regardless of which weapon he is using), makes the footstep sounds very distinctive giving away his position, it also tints the vision to a weird blue color and the voice pitch changes as well.

Unless I'm missing something here I don't know what you meant by being able to dynamically change heavy armor, could you elaborate? Thank you for all the suggestions! ❤️

3 hours ago, Interfearance said:

I am confused about this mode because I don't see what the terrorist motivation would be to push, and also I wonder how often the rounds are won by an extraction.

Yeah, AS_ has always been a bit like that, you wouldn't want to push too far as a Terrorist. Although part of what I think is fun about it, is setting ambushes in different positions, letting an entire CT team go through and focusing down the VIP that usually follows behind. I think the problem is mostly on the Level Design part, just like T's camp CS_Office it's pretty expected they'd do the same here. It comes down to how much space and cover you give T's to work with. I'm going for a single escape zone in this particular map, but as I mentioned in the post and like @ElectroSheep pointed out, we've made it in a way that you could set up a map with multiple escape zones. I wouldn't recommend more than 2 but it's possible.

Thanks for all the comments again guys, we're aiming to have a version of the map available on the Workshop this weekend or next week. I'll let you know once it's live.

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@UNREA1 I have a suggestion: make the positions that approach T spawn more and more disadvantaged the closer they are, with the helicopter pad being completely CT sided (maybe overwhelm them with angles by lowering the pad). This will encourage a T push to hold the nice spots and make a fallback viable but punish it by providing worse cover. 

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1 hour ago, UNREA1 said:

@fewseb I've been looking into the item_heavyassaultsuit, it's got some limitations from what I can see. It only works if mp_weapons_allow_heavyassaultsuit is set to 1, which is alright, we could turn it on, give the item to the player, and turn it back off in one frame. It also replaces the world model and view model of the VIP, but we can just replace by resetting the model after giving the item.

Unfortunately the item changes the players speed (which you can also customize using mp_heavyassaultsuit_speed but that makes the players speed the same regardless of which weapon he is using), makes the footstep sounds very distinctive giving away his position, it also tints the vision to a weird blue color and the voice pitch changes as well.

Unless I'm missing something here I don't know what you meant by being able to dynamically change heavy armor, could you elaborate?

 

They way valve implements the heavy assault suit into the coop gamemode allows for the hud filter to be turned off, as well as the voice distortion. Ive seen community maps that arnt coop gamemode but use the heavy assault suit without hud tint. Additionally, though weapon speed might be a problem, if the VIP is only using pistols I dont see that much of problem, all pistols allow you to run at 240 units a second, the knife is 250 not that big of a difference since those are the only weapons he can use. The voice pitch shouldnt mater much unless your making him a sub-class of an existing faction, and even still it will make it easier to hear the VIPs status if their using radio commands.

 

As for implementation, I would try and play round with having the heavy assault suit be item be randomly spawn on the player who is selected to be the vip, through the same methods as the selection process.

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37 minutes ago, Interfearance said:

@UNREA1 I have a suggestion: make the positions that approach T spawn more and more disadvantaged the closer they are, with the helicopter pad being completely CT sided (maybe overwhelm them with angles by lowering the pad). This will encourage a T push to hold the nice spots and make a fallback viable but punish it by providing worse cover. 

Yep, it's what I'm trying to achieve. Initially I wanted to place as little cover as possible on the pad itself, and what ended up happening was the VIP would get slammed as he was entering the helicopter (that was mostly where rounds were ending) as he had no cover either. The most recent version (not in the screenshots) does a much better job at it, and I'm looking forward to test it next friday possibly to see how it plays. I thought about lowering the pad about 64 units, but I'm trying to stay away from that option if I can as I like how the different heights come into play.

12 minutes ago, fewseb said:

They way valve implements the heavy assault suit into the coop gamemode allows for the hud filter to be turned off, as well as the voice distortion. Ive seen community maps that arnt coop gamemode but use the heavy assault suit without hud tint. Additionally, though weapon speed might be a problem, if the VIP is only using pistols I dont see that much of problem, all pistols allow you to run at 240 units a second, the knife is 250 not that big of a difference since those are the only weapons he can use. The voice pitch shouldnt mater much unless your making him a sub-class of an existing faction, and even still it will make it easier to hear the VIPs status if their using radio commands.

 

As for implementation, I would try and play round with having the heavy assault suit be item be randomly spawn on the player who is selected to be the vip, through the same methods as the selection process.

You wouldn't be able to recall the name of one of those maps would you? :P I'd like to check out how they do it.

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16 minutes ago, UNREA1 said:

You wouldn't be able to recall the name of one of those maps would you? :P I'd like to check out how they do it.

Head Quarters COOP STRIKE and VAULT COOP Strike by Moffien, personally I would contact their make Moffien to just ask him directly, he knows more about the coop strike gamemode and how the heavy armor works then anybody.

Additionally you should contact CTX, hes been making coop and other off-shoot gamemodes since 2014, he knows a lot about all the obscure entities, and has used the heavy armor without hud in some of his more recent maps. You can find both of them by searching coop on the workshop and sorting it by highest rated all time. 

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