Shootdodge: The Sequel 1.2b
837
33
837
33
Thanks to jedijosh920 for the original mod
I like action movies and Shootdodge's great mod. Unfortunately, it's outdated so I decided to revive it, and added stuffs that I think the mod needed to balance it, to make it work like a skill.
Showcase video above is from v0.9, new changes below, read till the end
If you ever have a problem installing, please chat me on my discord.
Features:
Installation and Usage:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder.
Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can shootdodge by pressing J. You can change the key in the .ini config with some other stuff. For controller, double-click Reload button to use it (v1.2).
Requirement:
ScriptHookVDotNet3. I strongly recommend the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: Slow-mo mods will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted. This also includes when choosing weapons, so don't change weapons when you've started the dodge, it will stop the slow-mo prematurely
Physics mod or ragdoll mod will affect this mod. The jump height & push forward force when diving are indeed affected, you need to adjust the forward & upward forces in the config to suit your game if you use one.
Changelog:
1.2b
I like action movies and Shootdodge's great mod. Unfortunately, it's outdated so I decided to revive it, and added stuffs that I think the mod needed to balance it, to make it work like a skill.
Showcase video above is from v0.9, new changes below, read till the end
If you ever have a problem installing, please chat me on my discord.
Features:
- Bullet Meter HUD (texture by Dragononandon) acts as a limit to balance gameplay, forces you to think strategically
- Weapon drains bullet meter differently, Pistols drain slower compared to Rifle
- Bullet meter will be filled very slowly, but killing people will fill the time meter faster
- Sound effects implemented
- Better controller support on v1.2 (read Usage below)
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces (in case the jump is too high for you, read incompatibility below)
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
Installation and Usage:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder.
Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can shootdodge by pressing J. You can change the key in the .ini config with some other stuff. For controller, double-click Reload button to use it (v1.2).
Requirement:
ScriptHookVDotNet3. I strongly recommend the Nightly Version
This script was made on game version 3179
Bugs:
- Mistakenly choosing melee weapons in the middle of diving will break animation
- Legs will get through the ground when landing on slopes or uneven ground. It looks weird but not important so I'll ignore this
- Inconsistent forces. This bug makes flying sometimes very low and short (Mostly fixed on v1.1)
Incompatibility: Slow-mo mods will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted. This also includes when choosing weapons, so don't change weapons when you've started the dodge, it will stop the slow-mo prematurely
Physics mod or ragdoll mod will affect this mod. The jump height & push forward force when diving are indeed affected, you need to adjust the forward & upward forces in the config to suit your game if you use one.
Changelog:
1.2b
- Better controller support, now shootdodge by double-clicking Reload button instead of Aim first then Jump. It means no more overlapping with the player rolling, and the button is more reachable
- Changed diagonal leaping direction, char facing correctly
- Default config changed, forces reduced a bit more
- Small code refactoring
- Changed how the force's delivered, now unpredictable forces almost never happen, leaping-landing curve is smoother
- Fixed the endless floating bug on slopes (slopes still not recommended tho)
- Height limit to ragdoll raised back. You can jump from higher places
- Now if health is below 50% the time will slow a little bit more (read config)
- Default config adjusted closer to what Max Payne 3 values (jump is not far but high, same level as enemy's head)
- Removed hud delay, configs and codes refactoring
- Tightened the height limit to ragdoll to reduce floating bugs around stairs/slopes
- Sound overhaul: added heartbeat sfx, ambient sounds reduced when shootdodging, removed loud gun bang on the intro
- Configs overhaul: forces and timescale can now be adjusted, added adjustable hud update delay to lighten script load
- Running vs walking will produce a slightly different boost unless the inconsistency bug breaks the forces
Eerste Upload: 16 mei 2024
Laatst bijgewerkt: 2 dagen geleden
Laatst Gedownload: 29 minuten geleden
30 Reacties
More mods by mbahdokek | jedijosh920:
Thanks to jedijosh920 for the original mod
I like action movies and Shootdodge's great mod. Unfortunately, it's outdated so I decided to revive it, and added stuffs that I think the mod needed to balance it, to make it work like a skill.
Showcase video above is from v0.9, new changes below, read till the end
If you ever have a problem installing, please chat me on my discord.
Features:
Installation and Usage:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder.
Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can shootdodge by pressing J. You can change the key in the .ini config with some other stuff. For controller, double-click Reload button to use it (v1.2).
Requirement:
ScriptHookVDotNet3. I strongly recommend the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: Slow-mo mods will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted. This also includes when choosing weapons, so don't change weapons when you've started the dodge, it will stop the slow-mo prematurely
Physics mod or ragdoll mod will affect this mod. The jump height & push forward force when diving are indeed affected, you need to adjust the forward & upward forces in the config to suit your game if you use one.
Changelog:
1.2b
I like action movies and Shootdodge's great mod. Unfortunately, it's outdated so I decided to revive it, and added stuffs that I think the mod needed to balance it, to make it work like a skill.
Showcase video above is from v0.9, new changes below, read till the end
If you ever have a problem installing, please chat me on my discord.
Features:
- Bullet Meter HUD (texture by Dragononandon) acts as a limit to balance gameplay, forces you to think strategically
- Weapon drains bullet meter differently, Pistols drain slower compared to Rifle
- Bullet meter will be filled very slowly, but killing people will fill the time meter faster
- Sound effects implemented
- Better controller support on v1.2 (read Usage below)
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces (in case the jump is too high for you, read incompatibility below)
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
Installation and Usage:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder.
Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can shootdodge by pressing J. You can change the key in the .ini config with some other stuff. For controller, double-click Reload button to use it (v1.2).
Requirement:
ScriptHookVDotNet3. I strongly recommend the Nightly Version
This script was made on game version 3179
Bugs:
- Mistakenly choosing melee weapons in the middle of diving will break animation
- Legs will get through the ground when landing on slopes or uneven ground. It looks weird but not important so I'll ignore this
- Inconsistent forces. This bug makes flying sometimes very low and short (Mostly fixed on v1.1)
Incompatibility: Slow-mo mods will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted. This also includes when choosing weapons, so don't change weapons when you've started the dodge, it will stop the slow-mo prematurely
Physics mod or ragdoll mod will affect this mod. The jump height & push forward force when diving are indeed affected, you need to adjust the forward & upward forces in the config to suit your game if you use one.
Changelog:
1.2b
- Better controller support, now shootdodge by double-clicking Reload button instead of Aim first then Jump. It means no more overlapping with the player rolling, and the button is more reachable
- Changed diagonal leaping direction, char facing correctly
- Default config changed, forces reduced a bit more
- Small code refactoring
- Changed how the force's delivered, now unpredictable forces almost never happen, leaping-landing curve is smoother
- Fixed the endless floating bug on slopes (slopes still not recommended tho)
- Height limit to ragdoll raised back. You can jump from higher places
- Now if health is below 50% the time will slow a little bit more (read config)
- Default config adjusted closer to what Max Payne 3 values (jump is not far but high, same level as enemy's head)
- Removed hud delay, configs and codes refactoring
- Tightened the height limit to ragdoll to reduce floating bugs around stairs/slopes
- Sound overhaul: added heartbeat sfx, ambient sounds reduced when shootdodging, removed loud gun bang on the intro
- Configs overhaul: forces and timescale can now be adjusted, added adjustable hud update delay to lighten script load
- Running vs walking will produce a slightly different boost unless the inconsistency bug breaks the forces
Eerste Upload: 16 mei 2024
Laatst bijgewerkt: 2 dagen geleden
Laatst Gedownload: 29 minuten geleden
Could be better, the ragdoll doesn't exist. But, definitely better than the the old one
I missed this mod, glad it could be brought back
About this mod, I guess it really need ScriptHook the Nightly Version. Because when I tried using scripthook from https://github.com/scripthookvdotnet/scripthookvdotnet/releases its not working. And as of my experience, I guess there's some mod on my gta folder that interfering with this mod. Because when I try to shootdodge-max-payne-style, it suddenly drop me on the ground. Making me just laying down while firing, not in airborne. But it still gives me a new perspective while having a war with the cops.
@VysionX if you on discord please send me your script folder screenshot, if i have time i'll check it
How do I get this to work with a controller.
@swagballer6 hold aim then jump, sometimes it doesn't work because it conflicts with the rolling when you aim jump, but yeah a bit tricky for controller
@mbahdokek I am on discord fortunately. Let me add you and send the script folder screenshot. No need to rush tho, take your time.
@VysionX Sure my discord profile is on the description
So much potential but definitely needs an update to work great with controller, keyboard not working for me neither on latest update
@skeeze415 I think it's not the keyboard, if you try the controller and it's not working too then the cause is between installation and mod conflict. Please discord me if the controller is not working too.
Can you make the jump up and aim without zooming in, but with a normal third-person shot like Max Payne?
Your scripts can only be used in Nightly Version ?
@JoyLucien This isn't possible because the animation actually an aiming anim which overrides the camera to aiming fov. I guess you can try extended camera settings mod to change the aim fov. The script is dev'd and tested on nightly version, but if you already uses 3.6.0 just upgrade to nightly version it's the same with better features, some newer mods might run better on nightly. If you have further questions please reach out my discord
@mbahdokek I know that nightly has more functions, but there are many mods that cannot be run in the nightly version, so I mainly use 3.6.0. By the way, can you fix the BetaTakedowns of the Jedi as well? I tried to run it, but the characters will have ragdolls directly falling down and will not play knockdown animations
@mbahdokek I mean see if you can add a long-range camera when aiming. I can indeed zoom out the lens with other scripts that can adjust the viewing angle, but I have to manually press the zoom out each time.
@JoyLucien Hmm have you tried it nightly ver before? im running like 30 scripts even some of them dating back to 2017. As for the Takedown idk when, but I'll only upload it on the BetaTakedown comment section. For the zoom out, idk. As I said it's not possible, not promising anythin' but let's see
@mbahdokek Perhaps the translation is inaccurate. What I mean is to use a custom perspective at the moment of jumping up. Previously, I used the custom perspective of other scripts in this Jedi script, which can pull my gaze awayBut I have to manually adjust it every time, if it can be integrated into this script,It's perfect to start when jumping and end when falling to the ground. Another drawback is that it takes a long time for a character to get up when they fall to the ground. Let's see if the animation in this part can accelerate or be cancelled directly, so that the character can get up instantly when they fall to the ground.
@mbahdokek You should know Julionib, if I open his Batman script and then use Shootdodge The character will not fall to the ground and can immediately get up
@JoyLucien could you send me the mod or the script that you referring to as custom perspective, idk what you mean. For the get up anim, I can only adjust when the character is not ragdoll, if you fail to land or hit something then ragdoll the getting up is not adjustable. For the batman script thanks for the info, I will write it on description as incompatible, I won't fix this because this requires Julio to also edit his script. For further communication please contact my Discord, your comments are getting longer.
I'm sorry to 20 people who have downloaded the 1.2 update, there's mistake, the debug message "energy = 100" still on, please wait for the 1.2b, and for now revert to 1.1