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Half-Life 2: Realistic-ish difficulty mod (HL2RDM)

A Config Script for Half-Life 2

305 9 kb Raw Code
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echo "HALF-LIFE 2: REALISTIC-ISH DIFFICULTY MOD (HL2RDM)"

//DAMAGE CAUSED
sk_dmg_inflict_scale1 1 //easy difficulty
sk_dmg_inflict_scale2 1 //realistic-ish difficulty
sk_dmg_inflict_scale3 1 //hard difficulty
sk_npc_arm 1
sk_npc_chest 1
sk_npc_head 3
sk_npc_leg 1
sk_npc_stomach 1

//DAMAGE RECEIVED
sk_dmg_take_scale1 1 //easy difficulty
sk_dmg_take_scale2 .5 //realistic-ish difficulty
sk_dmg_take_scale3 1 //hard difficulty
sk_player_arm 1
sk_player_chest 1
sk_player_head 3
sk_player_leg 1
sk_player_stomach 1

//ARTIFICIAL INTELLIGENCE
ai_enable_fear_behavior 1 //npcs try to escape when badly damaged
ai_new_aiming 1 //enables new aiming mechanics for artificial intelligence
ai_reaction_delay_alert 0.26 //upon spotting an enemy, alert npcs will take this long to react
ai_reaction_delay_idle 0.278 //upon spotting an enemy, idle npcs will take this long to react

//SPRINTING, RUNNING, WALKING
cl_backspeed 320 //d450, ideal 320
cl_forwardspeed 320 //d450, ideal 320
cl_sidespeed 320 //d450, ideal 320
hl2_normspeed 160 //d190, ideal 160
hl2_sprintspeed 320 //d320
hl2_walkspeed 80 //max walk speed (+walk)

//HEALTH + SUIT ENERGY
sk_battery 33
sk_healthcharger 100
sk_healthkit 50
sk_healthvial 33 //was 25
sk_suitcharger_citadel_maxarmor 500 //max HEV suit energy available inside the Citadel
sk_suitcharger_citadel 250 //max suit energy available from Citadel chargers
sk_suitcharger 100 //max suit energy available from regular chargers
sv_infinite_aux_power 0

//CROWBAR //made of steel
sk_npc_dmg_crowbar 37.5 //25% less than 9mm
sk_plr_dmg_crowbar 37.5

//GRAVITY GUN (ZERO POINT ENERGY FIELD MANIPULATOR)
physcannon_ball_cone 0.997
physcannon_chargetime 2
physcannon_cone 0.997
physcannon_maxforce 3000
physcannon_maxmass 500
physcannon_mega_pullforce 16000
physcannon_mega_tracelength 3000
physcannon_minforce 1400
physcannon_pullforce 8000
physcannon_punt_cone 0.997
physcannon_tracelength 1500

//AIRBOAT GUN
sk_airboat_max_ammo 30
sk_airboat_recharge_rate 7.5 //d15
sk_npc_dmg_airboat 43.5 //13% less than 9mm
sk_plr_dmg_airboat 43.5

//9MM PISTOL (18 rounds per clip)
pistol_use_new_accuracy 1
sk_max_pistol 72 //4x18
sk_npc_dmg_pistol 50
sk_plr_dmg_pistol 50

//12-GAUGE SHOTGUN (6 rounds per full reload)
sk_max_buckshot 24 //6x4
sk_npc_dmg_buckshot 56.25 //average value of 9mm and 4.6mm
sk_plr_dmg_buckshot 56.25
sk_plr_num_shotgun_pellets 6 //pellets per single shot (2x if double)

//‎4.6MM SUBMACHINEGUN (45 rounds per clip)
sk_max_smg1 135 //3x45
sk_npc_dmg_smg1 62.5 //average value of 9mm and .357
sk_plr_dmg_smg1 62.5

//.357 CAL. REVOLVER (6 bullets per barrel)
sk_max_357 24 //4x6
sk_npc_dmg_357 75 //50% more damage than 9mm
sk_plr_dmg_357 75

//HEATED-REBAR CROSSBOW (ammo is +1 by default)
sk_max_crossbow 19
sk_npc_dmg_crossbow 93.75 //25% more than .357
sk_plr_dmg_crossbow 93.75

//DUNE BUGGY (GAUSS/TAU CANNON)
sk_jeep_gauss_damage 93.75 //same as crossbow and ar2

//PULSE RIFLE (CLIP=30)
sk_combine_ball_search_radius 512 //d512
sk_combineball_guidefactor 0.5 //d.5
sk_combineball_seek_angle 15.0 //d15.0
sk_combineball_seek_kill 1
sk_max_ar2_altfire 3 //pulse rifle ammunition
sk_max_ar2 90 //3x30
sk_npc_dmg_ar2 93.75 //idem crossbow
sk_npc_dmg_combineball 50
sk_plr_dmg_ar2 93.75 //idem crossbow
sk_weapon_ar2_alt_fire_duration 2.5 //energy ball duration [seconds]
sk_weapon_ar2_alt_fire_mass 300 //d150
sk_weapon_ar2_alt_fire_radius 10 //d10

//GRENADES & OTHER EXPLOSIVES
sk_dmg_homer_grenade 100
sk_fraggrenade_radius 500
sk_helicopter_grenadedamage 150
sk_helicopter_grenaderadius 250
sk_homer_grenade_radius 250
sk_max_grenade 3
sk_max_rpg_round 3 //max rocket ammo
sk_max_smg1_grenade 3 //amount of smg grenades
sk_npc_dmg_fraggrenade 150
sk_npc_dmg_rpg_round 150 //rocket launcher
sk_npc_dmg_smg1_grenade 150
sk_plr_dmg_fraggrenade 150
sk_plr_dmg_rpg_round 150 //rocket launcher
sk_plr_dmg_smg1_grenade 150
sk_smg1_grenade_radius 500

//ANTLION GRUB
sk_grubnugget_enabled 1 //expel healing pearl when dead
sk_grubnugget_health_large 24.9
sk_grubnugget_health_medium 16.6
sk_grubnugget_health_small 8.3

//BIRDS
sk_crow_health 16.6
sk_crow_melee_dmg 6.5

//HEADCRABS
sk_headcrab_fast_health 12.45
sk_headcrab_health 16.6
sk_headcrab_melee_dmg 13
sk_headcrab_poison_health 14.3

//MANHACK
sk_manhack_health 25
sk_manhack_melee_dmg 25
sk_manhack_v2 1

//ALYX
sk_max_alyxgun 35 //5 clips of .45 ACP (modified M1911 according to Half-Life: Alyx)
sk_npc_dmg_alyxgun 75
sk_plr_dmg_alyxgun 75

//CITIZEN (REBEL)
npc_citizen_auto_player_squad_allow_use 1 //interaction like in hl1
npc_citizen_auto_player_squad 0 //citizens join gordon automatically
npc_citizen_explosive_resist 0 //citizen resistance to explosives
player_squad_autosummon_time_after_combat 50
player_squad_autosummon_time 50
sk_ally_regen_time 2.5
sk_citizen_giveammo_player_delay 0.5 //ammo delay time
sk_citizen_heal_ally_delay 0.5
sk_citizen_heal_ally 25
sk_citizen_heal_player_delay 0.5 //medkit delay time
sk_citizen_heal_player 25
sk_citizen_health 45 //5 points less than Metropolice

//COMBINE METROPOLICE (Civil Protection/CP)
sk_barney_health 50
sk_metropolice_health 50
sk_metropolice_simple_health 50
sk_npc_dmg_stunstick 13 //not kill stick anymore
sk_plr_dmg_stunstick 13

//BARNACLE
npc_barnacle_swallow 1 //determines whether Barnacles swallow or not
sk_barnacle_health 45 //same as scanner

//SCANNER
sk_scanner_dmg_dive 13 //same as Stalker
sk_scanner_health 45 //20 hp more than Manhack

//STALKER
sk_stalker_health 40 //10 hp less than Regular Zombie’s
sk_stalker_melee_dmg 13 //Manhack damage, halved

//VORTIGAUNT (Alien Slave)
sk_vortigaunt_armor_charge_per_token 25 //amount of energy per time
sk_vortigaunt_armor_charge 100 //maximum energy given to the player
sk_vortigaunt_dmg_claw 33
sk_vortigaunt_dmg_rake 33
sk_vortigaunt_dmg_zap 50
sk_vortigaunt_health 50 //same as Regular Zombie
sk_vortigaunt_vital_antlion_worker_dmg 1 //dmg scale taken by the vort in HL2E2
sk_vortigaunt_zap_range 200 //d100

//ZOMBIES
sk_zombie_dmg_both_slash 41.25
sk_zombie_dmg_one_slash 33
sk_zombie_health 50 //Regular Zombie
sk_zombie_poison_health 62.5 //Poison Zombie
sk_zombie_soldier_health 62.5 //Zombine

//COMBINE MILITARY ASSETS (Overwatch)
sk_bullseye_health 54.37 //Sniper (13% less than Guard)
sk_combine_guard_health 62.5 //Guard
sk_combine_s_health 70.62 //Elite (13% more than Guard)

combine_guard_spawn_health 1 //drop health items
combine_spawn_health 1 //drop health items
hap_turret_mag 5 //default=5
sk_combine_guard_kick 33
sk_combine_s_kick 33
sk_dmg_sniper_penetrate_npc 100
sk_dmg_sniper_penetrate_plr 100
sk_max_sniper_round 30
sk_npc_dmg_sniper_round 100
sk_plr_dmg_sniper_round 100

//ANTLION
antlion_easycrush 0
sk_antlion_air_attack_dmg 25
sk_antlion_health 55 //5 points more than Regular Zombie
sk_antlion_jump_damage 25
sk_antlion_swipe_damage 33

//ANTLION WORKER
sk_antlion_worker_burst_damage 40
sk_antlion_worker_health 60
sk_antlion_worker_spit_grenade_dmg 33
sk_antlion_worker_spit_speed 600

//HUNTER
hunter_charge_min_delay 0.13
hunter_flechette_delay 0.5
hunter_flechette_explode_delay 0.5
hunter_flechette_max_range 5000
hunter_flechette_min_range 100
hunter_flechette_speed 2500
hunter_melee_delay 0.13
sk_hunter_dmg_charge 25
sk_hunter_dmg_flechette 13
sk_hunter_dmg_one_slash 33
sk_hunter_flechette_explode_dmg 33
sk_hunter_flechette_explode_radius 150 //decreased
sk_hunter_health 164 //half the healthpoints of a strider

//ANTLION GUARD (attacking it with the Crowbar feels utterly unrealistic)
sk_antlionguard_dmg_charge 100
sk_antlionguard_dmg_shove 150
sk_antlionguard_health 250

//APC [HEAVY ARMORED LAND VEHICLE]
sk_apc_health 300
sk_apc_missile_damage 150 //episode one exclusive

//STRIDER
sk_strider_health 300
sk_strider_num_missiles1 1
sk_strider_num_missiles2 2
sk_strider_num_missiles3 3
strider_ar2_altfire_dmg 100 //dmg caused to strider with pulse rifle’s alt fire

//HELICOPTER [HUNTER-CHOPPER]
sk_helicopter_health 300
sk_helicopter_num_bombs1 1
sk_helicopter_num_bombs2 2
sk_helicopter_num_bombs3 3
sk_npc_dmg_helicopter_to_plr 15.75 //compensated since it has a high fire rate!
sk_npc_dmg_helicopter 15.75

//DROPSHIP
sk_dropship_container_health 500
sk_npc_dmg_dropship 15.75

//GUNSHIP
sk_gunship_burst_size 10 //number of rounds shot [nerfed]
sk_gunship_health_increments 4 //should be set at 4
sk_npc_dmg_gunship_to_plr 15.75
sk_npc_dmg_gunship 15.75

//ROLLERMINE
sk_rollermine_shock 1
sk_rollermine_stun_delay 2 //made it even more annoying
sk_rollermine_vehicle_intercept 1

//PHYSICS & MISC
fire_dmgbase 6.5
fire_dmginterval 0.5
fire_dmgscale 0.1
phys_impactforcescale 2.5 //d1
phys_pushscale 2.5 //d1
player_throwforce 2000 //d1000
r_flashlightfar 2000 //d750 (changed)
r_flashlightfov 40 //flashlight size (formerly 45)
r_flashlightnear 16 //d4
sv_gravity 600 //default is 800

//AMMUNITION
sk_ammo_qty_scale1 1.5 //multiplies the ammo rate by this value (easy difficulty)
sk_ammo_qty_scale2 1 //multiplies the ammo rate by this value (normal difficulty)
sk_ammo_qty_scale3 0.5 //multiplies the ammo rate by this value (hard difficulty)

Updates

February 24th, 2020 3mo
  • Adjustment Overall changes to the script
  • Refactor NPCs receive 1x of damage, while the player only receives 0.5x
While I do want the mod to feel realistic, I realised I couldn't achieve such goal, considering how many enemies Gordon faces throughout the game, and how frustrating it is to be killed (or to be close to death) every time he is attacked by the Combine, specially with fully-automatic projectile weapons.

  • Gordon causes 100% damage to NPCs.
  • NPCs cause 50% damage to the Gordon.

While NPCs only do 50% damage to the player, that's NOT  a low value by any means. One would still need to think what to do. Progressing through the game with this mod on, would mean playing intelligently, and strategically. Every weapon has its advantages and disadvantages... and while Gordon has an HEV suit, he's not a bullet sponge anymore.
February 12th, 2020 3mo Tweak Improvement February 8th, 2020 4mo January 31st, 2020 4mo Tweak 1st December, 2019 6mo Adjustment3
This is my Half-Life 2, Episode One and Episode Two realistic-ish difficulty script. I created this mod thinking that Gordon Freeman actually has his helmet on, so head damage is not that brutal, but it's still very dangerous.

INSTALLATION:
Mods normally work better (and safer) inside the Custom folder; you should be able to find it in Steam/SteamApps/Common/Half-Life 2/HL2/CUSTOM. If such folder does not exist, then create it.

1) Inside the Custom folder, create another one named HL2RDM.
2) Inside HL2RDM, create another folder called CFG.
3) Inside CFG, create two text files; one named skill.cfg, and the other skill_manifest.cfg (remember to erase the .txt part at the end, since Half-Life 2 works with .cfg files instead)
4) Copy this code, open skill.cfg, paste the mentioned code there, and save the file.
5) Open skill_manifest.cfg and copy the text below:
exec skill.cfg
6) Save the file.
7) Run Half-Life 2, Half-Life 2: Episode One, or Episode Twoand make sure "normal" difficulty is selected under OPTIONS menu.

UNINSTALLATION:
Delete the HL2RDM folder from Steam/SteamApps/Common/Half-Life 2/HL2/CUSTOM.
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1v4n
1v4n94
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1v4n94 Joined 6y ago
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