Two mods have been released so far by the project:
On this page...
The Scout multiplayer modification makes it possible to "tag" an enemy soldier using the binoculars in a multiplayer game. This is thought to add a new dimension of exposing the location of the enemy, without using complex voice communication software. And yes: there were no glowing soldiers in W.W.II, but there were scouts with binoculars and radio equipment that reported enemy movement to their own squads.
It looks like this before the scout has "tagged" it's victim:
...and like this after the scout has made his "tag":
...can YOU find the tagged axis player in the two pictures above? How it works:
As the glow shines through walls and other stuff: the tagged person will have a very hard time doing sneaky stuff for the next 10 seconds...
| Detail | Data |
|---|---|
| Teams | You can't tag a member of your own team |
| Range | As far as the farplane ( commonly known as fog ). |
| Colors | Axis glow red, Allies glow blue. In FFA, all victims glow green... |
| Accuracy | A direct "hit" is needed. And you can't tag an enemy you can't see, even if you know exactly where he is behind that wall. |
| Repeatability | You can make a scout atempt about once every second. |
| Repetition | Once a player has been targeted, he or she can not be targeted again until the glowing stops ( after 10 seconds ). |
| Humiliation | The humiliation factor in tagging someone that has no idea where the hell you are is very high. |
| Fun | Se "Humiliation" |
Attach:user-rjukanproject_scout-version-1.3.zip Scout mod, version 1.3
Attach:rjukanproject_scout_stock_map_modified_scripts.zip Map scripts for all standard maps, to make them run the scout mod
This is a new script file (server side) to re-arrange the positions of the spawns to prevent the major problem of this ( otherwise exelent ) stock map. It moves the 4 front Axis spawns back and ALL Allies spawns forward.
The sctipt spawns a set of triggers over all the spawn-locations that should be moved. If they are triggered, they will reset the origin of the player to a new one. This is done immediately on spawn: so the player does not notice the change of location. To the player it just looks like he/she is spawned in the new location.
It's a bit hard to illustrate this mod, because it has no real visual component, so here is a cute kitten instead:
Attach:user-the_hunt_spawn_move-version-1_0.zip The Hunt anti grenade-spam mod
Attach:combined_mapfix2_3_and_hunt_spawn_move.zip The Hunt anti grenade-spam mod merged with the 2.3 mapfix