Arrow[Release] Ghost Busters MOD

PollWhat did you think of this MOD? (only vote after testing)
52 votes
Posts 1–15 of 26 · Page 1 of 2
[Release] Ghost Busters MOD

Here's another MOD I made, this time themed around ghostbusters.
The idea was to have the ghosts invisible all the time, but unfortunately I could not get it balanced that way.

Simple concept, but it's actually quite fun if you have cool people in your server.
Enjoy!

Oh, and don't forget to rate once you tested it.

PS: Yes, I realize the picture is lame




- Invisible
- Visible briefly every 1.5 seconds
- Ghillie suits
- 'Ghost' vision
- Melee only (commando)
- Floating (low gravity)
- Make clicking sound (claymore sound) which busters can hear
- Trapped briefly when hurt: unable to move and visible




- Tuned up heartbeat sensors (faster sweeps)
- Set up to 5 traps (claymore and C4)
- Silenced guns
- Ghostbuster suits (Juggernaut models)
- Unlimited ammo (do have to reload)
- Sleight of hand
- Unable to jump
- Darker vision (set at night)







With the new update of alterIWNET, I am unable to record footage. It just captures the main menu.. Sorry



alterIWNET:

1. Put the 'Ghostbusters' folder in your 'mod' folder, in the root of your alterIWNET install directory. (create if necessary)
2. Run alterIWNET
3. In Console type
'fs_game mods/GhostBusters'
and
'party_connecttimeout 1'
4. Find a game of S&D and have fun!

For people who want to use modloader for the Steam version, I have included the .gsc files. Use at your own risk!




Virustotal. MD5: 92cf91e581b119bc915b7a77f1e80a00

Code:
VirSCAN.org Scanned Report :
Scanned time   : 2010/07/27 00:40:04 (CEST)
Scanner results: Scanners did not find malware!
File Name      : GhostBusters.rar
File Size      : 31865 byte
File Type      : RAR archive data, v1d, os
MD5            : 92cf91e581b119bc915b7a77f1e80a00
SHA1           : fe0ee46a0e79a6ae8b4624750c7112d91abce919
Online report  : http://virscan.org/report/675ce0c289a5da31912a34fa785bd371.html

Scanner        Engine Ver      Sig Ver           Sig Date    Time   Scan result
a-squared      5.0.0.13        20100727031509    2010-07-27  6.28   -
AhnLab V3      2010.07.14.00   2010.07.14        2010-07-14  1.23   -
AntiVir        8.2.4.26        7.10.9.219        2010-07-26  0.30   -
Antiy          2.0.18          20100727.4868516  2010-07-27  0.28   -
Arcavir        2009            201006281601      2010-06-28  0.01   -
Authentium     5.1.1           201007262012      2010-07-26  1.29   -
AVAST!         4.7.4           100726-1          2010-07-26  0.02   -
AVG            8.5.793         271.1.1/3030      2010-07-27  0.30   -
BitDefender    7.90123.6188380 7.33012           2010-07-27  4.31   -
ClamAV         0.96.1          11435             2010-07-27  0.02   -
Comodo         4.0             5547              2010-07-26  1.32   -
CP Secure      1.3.0.5         2010.07.27        2010-07-27  0.03   -
Dr.Web         5.0.2.3300      2010.07.27        2010-07-27  12.20  -
F-Prot         4.4.4.56        20100726          2010-07-26  1.29   -
F-Secure       7.02.73807      2010.07.26.05     2010-07-26  0.88   -
Fortinet       4.1.143         12.181            2010-07-24  0.25   -
GData          21.579/21.214   20100726          2010-07-26  7.01   -
ViRobot        20100726        2010.07.26        2010-07-26  0.38   -
Ikarus         T3.1.01.84      2010.07.26.76344  2010-07-26  7.39   -
JiangMin       13.0.900        2010.07.26        2010-07-26  1.56   -
Kaspersky      5.5.10          2010.07.26        2010-07-26  0.10   -
KingSoft       2009.2.5.15     2010.7.26.18      2010-07-26  0.98   -
McAfee         5400.1158       6055              2010-07-26  17.26  -
Microsoft      1.6004          2010.07.27        2010-07-27  6.07   -
Norman         6.05.11         6.05.00           2010-07-26  6.01   -
Panda          9.05.01         2010.07.25        2010-07-25  0.95   -
Trend Micro    9.120-1004      7.338.11          2010-07-26  0.04   -
Quick Heal     11.00           2010.07.26        2010-07-26  2.51   -
Rising         20.0            22.58.00.04       2010-07-26  0.31   -
Sophos         3.10.0          4.56              2010-07-27  3.42   -
Sunbelt        3.9.2432.2      6644              2010-07-26  13.12  -
Symantec       1.3.0.24        20100726.007      2010-07-26  0.20   -
nProtect       20100724.02     9171265           2010-07-24  9.24   -
The Hacker     6.5.2.1         v00325            2010-07-25  0.42   -
VBA32          3.12.12.6       20100725.0744     2010-07-25  2.91   -
VirusBuster    4.5.11.10       10.127.26/2001787 2010-07-26  2.34   -

NTAuthority: For allowing me to continue modding on alterIWNET!
Everyone who helped BETA testing.
*********

GhostBusters.rarattachment deleted · 997 downloads before removal
WOW ANOTHER GR8 MOD! I cant wait to test this out thanks!
Wow again, good job on the mods!
Good Creative Idea!
I like!! +Thanks
Well, i actually think this mod could've spent a little more time and spent a little more work and more interesting things like:
Somehow make a vision that makes ghosts blurry...just saying Maybe Chaplin light? that is a scary vision ^^

Or somehow make the trapping "thing" somehow more interesting or not very annoying


Anyways, i gotta say Good job
Quote Originally Posted by Josephlittle View Post
Well, i actually think this mod could've spent a little more time and spent a little more work and more interesting things like:
Somehow make a vision that makes ghosts blurry...just saying Maybe Chaplin light? that is a scary vision ^^

Or somehow make the trapping "thing" somehow more interesting or not very annoying


Anyways, i gotta say Good job
I first worked it out like this: ghosts were invisible all the time, and ghostbusters had to track em down with heartbeat sensors.
Busters had no reload unlimited ammo.
Ghosts were invulnerable to bullets and could only be killed with knife.
When ghosts were being shot, they became trapped, but only while being shot, so the idea was that the guns were the proton packs from the ghostbusters movies, like the beam they had to keep shooting at the ghosts to trap them. Then while one buster kept trapping one, a teammate would have to run over and kill him with knife.

Two problems:
1. the hide() function, which makes ghosts invisible, also makes them invisible for heatbeat sensor..
2. An alternate way is to set the model to tag_origin, it would make them invisible as well but still show up on HBS, BUT you can't hit them..

So what I did was make em switch from tag_origin to hide() constantly, that way they were invisible all the time, would show up on HBS AND you'd be able to hit them.

However, nobody understood what to do. Ghosts would win every single match, it was just too OP.

About the vision, I don't think it makes sense giving the busters such a vision, they would see the world as normal humans. It's dark, and ghosts are ghillie and invisible most of the time and making the clicking sound, it's actually quite scary sometimes


@PP_CrazyApple: yes, that was during beta testing. I think you played it when it was still like above. Remember everyone raging, saying it was shit, and quitting? Heh, well, the way it is now, people actually stay, so that's an improvement right? Altho it sucks I had to change the concept.
Ah well..
Quote Originally Posted by Neekokeen View Post
I first worked it out like this: ghosts were invisible all the time, and ghostbusters had to track em down with heartbeat sensors.
Busters had no reload unlimited ammo.
Ghosts were invulnerable to bullets and could only be killed with knife.
When ghosts were being shot, they became trapped, but only while being shot, so the idea was that the guns were the proton packs from the ghostbusters movies, like the beam they had to keep shooting at the ghosts to trap them. Then while one buster kept trapping one, a teammate would have to run over and kill him with knife.

Two problems:
1. the hide() function, which makes ghosts invisible, also makes them invisible for heatbeat sensor..
2. An alternate way is to set the model to tag_origin, it would make them invisible as well but still show up on HBS, BUT you can't hit them..

So what I did was make em switch from tag_origin to hide() constantly, that way they were invisible all the time, would show up on HBS AND you'd be able to hit them.

However, nobody understood what to do. Ghosts would win every single match, it was just too OP.

About the vision, I don't think it makes sense giving the busters such a vision, they would see the world as normal humans. It's dark, and ghosts are ghillie and invisible most of the time and making the clicking sound, it's actually quite scary sometimes


@PP_CrazyApple: yes, that was during beta testing. I think you played it when it was still like above. Remember everyone raging, saying it was shit, and quitting? Heh, well, the way it is now, people actually stay, so that's an improvement right? Altho it sucks I had to change the concept.
Ah well..
well, i liked the beta. But i am on holidays, i don't have cod only a small tiny shit laptop. Well, nice job
Quote Originally Posted by Neekokeen View Post
I first worked it out like this: ghosts were invisible all the time, and ghostbusters had to track em down with heartbeat sensors.
Busters had no reload unlimited ammo.
Ghosts were invulnerable to bullets and could only be killed with knife.
When ghosts were being shot, they became trapped, but only while being shot, so the idea was that the guns were the proton packs from the ghostbusters movies, like the beam they had to keep shooting at the ghosts to trap them. Then while one buster kept trapping one, a teammate would have to run over and kill him with knife.

Two problems:
1. the hide() function, which makes ghosts invisible, also makes them invisible for heatbeat sensor..
2. An alternate way is to set the model to tag_origin, it would make them invisible as well but still show up on HBS, BUT you can't hit them..

So what I did was make em switch from tag_origin to hide() constantly, that way they were invisible all the time, would show up on HBS AND you'd be able to hit them.

However, nobody understood what to do. Ghosts would win every single match, it was just too OP.

About the vision, I don't think it makes sense giving the busters such a vision, they would see the world as normal humans. It's dark, and ghosts are ghillie and invisible most of the time and making the clicking sound, it's actually quite scary sometimes


@PP_CrazyApple: yes, that was during beta testing. I think you played it when it was still like above. Remember everyone raging, saying it was shit, and quitting? Heh, well, the way it is now, people actually stay, so that's an improvement right? Altho it sucks I had to change the concept.
Ah well..

Well you are right , same thing happened to me when i was BETA testing the TF2 mod...well Anyways, I think its better when you trap a ghost, they become a model, Like something that calls attention so you can go there and kill them. Also, try making a wep with a Thermal Sight and remove coldblooded from Ghosts...who knows ???

PS: How often does the click sound happen? every sec? every 5???

Also, since Ghosts are OP, try making a vision that Humans can see better. Like Actionslot 1 with Nightvision...or like after kill you get u have something special(maybe a new vision, weapon, painkiller health?)
This is what i joined a few days ago right?.. nice job.
wow nice man..hope it gets approved
Another ,,totally awesome'' mode, good job.

/approved
I love it! thanks
Dude thanks been waiting since I saw it I love your mods
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