Ravenfield

Ravenfield

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Not a Martyr
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Content Type: Mutators
File Size
Posted
Updated
59.728 KB
15 Dec, 2024 @ 8:18am
6 Sep @ 9:08pm
14 Change Notes ( view )

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Not a Martyr

In 1 collection by Rook Queen
Battle Tales
2 items
Description
Not a Martyr is a mutator that changes how squads and bots function in a subtle way.

This mutator is a subtle change. Don't expect anything completely different.

Best experienced with Vanilla or weapons that don't ragdoll too fast.

Features

  • Generally, bots become more sensitive toward injury.
  • Bots fall back when health is under certain percentage when hurt, squads of whom will charge at you, creating a fast-paced and hardcore experience.
  • If the bots have higher health, they will charge you, and if they hit you, you will be knocked over.
  • A lot of properties can be configured, but the default configuration is enough. If you want an aggressive game, try to change the retreat health percentage to 0.

FAQ

My bots are doing everything normal

The changes are extremely subtle, but they should fall back or charge when hurt. Try to change some configurations.

My bots are knocking me over

They charge at you when they are attacked by you while their health is above a certain percentage. Increase the percentage to 100 to prevent charges.

If you have any bugs, please report to me.

This mod should be compatible with most mods.
93 Comments
Rook Queen  [author] 9 Sep @ 9:11pm 
@PhantomBravo Uh huh, okay that’s weird because the bandaid fix completely ignores squads that have vehicles assigned to them. I’ll look into it tysm!!
PhantomBravo 9 Sep @ 11:40am 
Unfortunately, I am still noticing vehicles with abandonment issues, such as pilots bailing from helicopters in midair or crews abandoning AFVs that are still mostly intact. This seems to occur most commonly with transport vehicles. Could you confirm that the fix is working as intended?
Rook Queen  [author] 8 Sep @ 6:01am 
Tysm! :cactusrum:
PhantomBravo 7 Sep @ 12:53pm 
Well done.
Rook Queen  [author] 6 Sep @ 9:10pm 
(this is a bandaid fix. I basically made squad in vehicle ignore that their teammate(s) has/have sustained damage. This is fine because vehicles don't need to move around to engage hostiles. Also, vehicle logics are pretty buggy to begin with.
Rook Queen  [author] 6 Sep @ 9:08pm 
Hotfix: fix for vehicle abandonment. They should work fine now
Rook Queen  [author] 5 Sep @ 7:45pm 
None of my code touches vehicles though, which is pretty interesting.
Rook Queen  [author] 5 Sep @ 7:43pm 
Ahh yes that behavior is also present in the early build of Chopper Hot Deploy (my other mod)... I think it has to do with SquadVehicle and ExitVehicle() :greenfruit: I'll see what I can do with that
PhantomBravo 5 Sep @ 7:32pm 
I observed a scenario in which a pilot of a bomber was waiting for his WSO (this is V+) to enter the vehicle. The pilot was already in the aircraft waiting for his partner bot to join him in the vehicle when the WSO sustained injury. The pilot then proceeded to dismount and abandon the aircraft on the tarmac. What’s interesting is that the pilot bot re-entered the plane momentarily before abandoning it again almost instantly. I would presume that the leader of a vehicle squad is always the driver/pilot. Hopefully this observation can help with figuring what’s going on.
Rook Queen  [author] 5 Sep @ 9:03am 
@PhantomBravo Regarding the first message, that does make sense! In certain cases, it would work fine, but without knowing what's going on under the hood, it's hard to code in the correct behavior. Right now it's a 50/50. It might be related to whether or not the squad leader is in the vehicle. I will check it when I have free time. For the health configuration, it measures the percentage of HP for each individual bot.