My program doesn't have bugs. It just develops random features.
This mod makes every player completely and uttlerly invisible – and I do mean that. No pansying around with transparent skins here - we are talking total see-throughness. Proper invisible man invisibleness. The main features are summarised below.
- Every player is non visible.
- Whenever a player uses a weapon (including the translocator) they become visible for 1 10th of a second (or longer if it's a charged weapon e.g. the player loads three rockets or charges their sheild gun).
- Every player is given a beeper that bleeps faster the closer they are to someone (mush the same way as the I'm going to die indicator from AvP's Marine).
- The HUD is modified to show players on a radar screen as blobs - but only those directly within the field of view.
If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.
EntropicLqd: The beeper should probably change tone if you are in another players field of vision. The description isn't complete really and could do with fleshing out a little but the basic idea is there.
ZxAnPhOrIaN: Why did you name this mod InstrumentsOnly?
EntropicLqd: It's taken from the flying term where you can't see owt and have to rely completely on your flight instruments to tell you where you are and what's going on.
ZxAnPhOrIaN: I see...
Mychaeel: I believe there's an Unreal Tournament mutator (recently reviewed by ModSquad) which goes part of that way: It hides players, but not their weapon. I've also heard that UT2003's invisibility pickup works a bit like what you described – when a player shoots, he/she becomes visible briefly. The rest would be implementing something along the lines of the ScreenPad...