Shootdodge: The Sequel 1.0
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Thanks to jedijosh920 for the original mod
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video above is from v0.9, if you want to know what changes, read till the end
Features:
How to Install:
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 activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: a slow-mo mod 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
New! 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:
1.1
1.0.
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video above is from v0.9, if you want to know what changes, read till the end
Features:
- Featuring bullet HUD (texture by Dragononandon)
- Bullet Meter 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
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
How to Install:
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 activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
- The mod still suffers from inconsistent forces like the older one. This bug makes flying sometimes very low and short (Very rarely now on v1.1)
- Mistakenly choosing melee weapons in the middle of diving will break animation
- Landing on slopes or ground, legs will get through the ground. It looks weird but not important so I'll ignore this
Incompatibility: a slow-mo mod 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
New! 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:
1.1
- Changed how the force's delivered, I've tested it and now unpredictable forces almost never happen
- Fixed the endless floating bug on slopes (slopes still not recommended tho)
- Height limit to ragdoll raised back, You can jump from high places as long as the height still makes sense (tall buildings = suicide), there's a health penalty for this
- 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 the hud draw delay, tidied up the config and some codes
1.0.
- Tightened the height limit to ragdoll and some limitations to reduce 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
First Uploaded: May 16, 2024
Last Updated: May 22, 2024
Last Downloaded: 27 minutes ago
9 Comments
Thanks to jedijosh920 for the original mod
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video above is from v0.9, if you want to know what changes, read till the end
Features:
How to Install:
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 activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: a slow-mo mod 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
New! 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:
1.1
1.0.
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video above is from v0.9, if you want to know what changes, read till the end
Features:
- Featuring bullet HUD (texture by Dragononandon)
- Bullet Meter 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
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
How to Install:
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 activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
- The mod still suffers from inconsistent forces like the older one. This bug makes flying sometimes very low and short (Very rarely now on v1.1)
- Mistakenly choosing melee weapons in the middle of diving will break animation
- Landing on slopes or ground, legs will get through the ground. It looks weird but not important so I'll ignore this
Incompatibility: a slow-mo mod 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
New! 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:
1.1
- Changed how the force's delivered, I've tested it and now unpredictable forces almost never happen
- Fixed the endless floating bug on slopes (slopes still not recommended tho)
- Height limit to ragdoll raised back, You can jump from high places as long as the height still makes sense (tall buildings = suicide), there's a health penalty for this
- 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 the hud draw delay, tidied up the config and some codes
1.0.
- Tightened the height limit to ragdoll and some limitations to reduce 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
First Uploaded: May 16, 2024
Last Updated: May 22, 2024
Last Downloaded: 27 minutes ago
Cool to see it updated, you should update more things possibly!
@oax Thanks, I'm interested in fixing the dual wield, but idk when
You know, this is actually dope, but I think the shootdodge jump is too big, if you want it to last more, make the slowdown slower, also, instead of the slowly going down into the floor, it could be a good idea to just activate euphoria at the end of the shootdodge, which is what max payne 3 does
@thalilmythos probably will put back the adjustable force and time from the old mod, but for the euphoria nope, I would've done that because I know the gravity and landing is ugly but activating euphoria will just ragdoll the character directly and you lose the "aiming on the floor like max payne" feature. I've changed these little things from the original jedijosh one because this how I see max payne but the engine/script limitation(the diving animation requires you to lock the aim which will be turned off when activating ragdoll/euphoria) wont allow me, hence the imperfection my friend.
@mbahdokek Dayuuum!! This has been the week for kickass scripts. Thanks for this!! Unfortunately I can't use it and need to use the older version since too many of my favorite mods can't use latest versions of Script Hook V .NET. is it possible to make this compatible with Script Hook V .NET 3.5.1 please?
@gtavjamal sorry man you can use the original mod tho from jedijosh, this one is targeted for new game version
You should update the house robbery mod that he made, all the icons on the map screen make my head hurt...
@jazzysoggy12 it's house invasion. Have you tried danistheman262 house robbery it's newer, I use that in my game
@mbahdokek It's a good mod, and I'll start using House Robbery when I come back to GTA 5, but from the trailer they posted it seems like NPCs don't spawn inside of houses which is something I liked that Home Invasion had.