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[BO1] Grief Mod [RELEASED]

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Created 9 years ago
by jbird
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DONE:
Power is already on
No walking zombies
No special rounds
No thundergun, crossbow, vr11, gersches, or monkeys in the box
Power downs instead of power ups
Power downs don't affect the person that picked them up
No mule kick (except for Moon)
Keep your weapons, grenades, knife, and claymores after a round restart
Slowdown turrets (Kino & Ascension turrets target other players, and instead of damaging them they slow them down)
Grenades and equipment can damage and be triggered by other players
Shooting players slows them down and knifing them pushes them
Upgraded weapons slow people down longer
Upgraded knife pushes people farther
Gain 10 points when you grief an enemy that is damaged
Gain 5% of an enemy's points if they down after you grief them
Gain 10% of your points when an enemy downs
Quick revive is off
Weapon changes - M16 and PM63 have 1 extra mag, famas and spectre have double the amount of mags, M16 upgraded grenade launcher does more damage and half the explosion radius, upgraded FAL reduced time between bursts, unupgraded olympia does double damage
Default 90 FOV (with FOV slider)
Quads explode after a round restart
Powerdowns (negative powerups that don't effect the player that picks them up) - Clip Unload (unloads the clip on your current weapon), Infinite Kill (half damage for 30 secs), Half Points (half points for 30 secs), Punishment Points (lose 10% of your current points), and Death Walk (move at 70% speed for 30 secs)
Amount of powerups you can earn in a round resets after a round restart
Amount of points you can earn from barriers in a round resets after a round restart
Perk changes - Deadshot (costs 1500 points, headshots do double damage)
No player dialog
Fire sale makes traps cost 10 points
Box can start off in the first room on maps where the initial box spawn is random
On classic maps, the wall weapons are in the box
Box can be hit again quicker after just being used (like in BO2)
Box weapons go away twice as fast
Flopper flops do damage to enemies
Scavenger explosions do damage to enemies

KINO:
Teleporter is permamently linked, just have to wait for it to cooldown after each use
Gas crawlers from round 1

FIVE:
No teleporters
All 6 spawns in the first room are active
The first room door is already open
Traps are already assembled
Pack-a-punch door is now a 1500 point buyable door
Pack-a-punch machine is always open

ASCENSION:
Landers can only be called, not used, and cost 250 points to call
Centrifuge goes off much more frequently
Jug door is already open
Pack-a-punch door is already open

COTD:
George's max health is 250K (solo health always)
Wunderwaffe is in box and can be upgraded
No zombie spawn delay at the beginning

SHANG:
Pack-a-punch stairs are always open
The geyser in the first room is already open
Spikes now kill zombies
Spikes do 25 damage to players (normally 5 damage)

NACHT:
All doors are open

VERRUCKT:
Door separating the first rooms is open
Bar door is open

SHI NO NUMA:
Both first room doors are open
Flogger will instantly kill you if you don't have jug
Zipline costs 750 points, and will kill players if they touch it while it's moving

DER RIESE:
Both first room doors are open
All teleporters are linked
Pack-a-punch is open
A powerup drops at the beginning of a game
Everytime you teleport, you are guaranteed a powerup AND dog spawns

TODO:
Make power downs red
Fix FOV change from teleporting and ziplining
Make turrets cost 10 points on a fire sale
Make claymores detonate when damaged by enemies
Make powerdown HUD only show for players being effected by the powerdown

BUGS:
Quad zombies drop power ups FIXED
If there is a round restart beyond round 1 it will not work properly; the game will freeze for about 5 seconds, then only the host will spawn back in and they will only have the starting pistol FIXED
Cannot red screen after a round restart
Players spawning in from a round restart will always spawn at the initial spawn point (at one point I had it so they would spawn in whatever zone they were in but it now stopped working)
Upgraded weapon camo disappears on weapons after a round restart
Only one player gets their weapons back after a round restart


Looking for testers! If you have BO1 on steam, add me: jbirdjustin
Last Edit: October 05, 2015, 07:37:23 pm by jbird
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I have now added in slowing down and pushing players with shooting and knifing! Also, turrets on Kino and Ascension now attack players, but instead of damaging them they slow players down (including the player that activated it)
Certain weapons have been given buffs as well
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This is looking cool man. Will this be team based (2v2/4v4, if possible, like in bo2) or will it be like free for all? Also, will this be on all maps of just a select few?

Its cool to see more people getting into bo1 modding  :D
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This is looking cool man. Will this be team based (2v2/4v4, if possible, like in bo2) or will it be like free for all? Also, will this be on all maps of just a select few?

Its cool to see more people getting into bo1 modding  :D

This will be free for all. Since you can only have 4 players in BO1 I think that this is the better option.
And it is available on all maps, I'm going to be making slight changes to most maps though (power will be on, most first rooms doors will already be open, things that require multiple players will already be active or only require 1 player)
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now for bo2 grief!..... oh wait thats the origin of grief..... then bo2 grief on maps with no grief!..... oh wait no mod tools.... well shit!

anyway nice going
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now for bo2 grief!..... oh wait thats the origin of grief..... then bo2 grief on maps with no grief!..... oh wait no mod tools.... well shit!

anyway nice going

I think DUKIP said there's a way to make mods on BO2, I may try that after I finish this.

Double Post Merge: September 29, 2015, 12:39:43 am
New video showcasing the new updates to the mod!
http://www.youtube.com/watch?v=8aqOitWuTng
Last Edit: September 29, 2015, 12:39:43 am by jbird

 
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