IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on Sept 4, 2008 15:29:15 GMT -8
I just wanted to share these 3 ideas with all of you as they have been haunting me for the past few days. The fast zombie, once the most frightening of the HL2 zombies I feel it is now a bit under powered. I tried to change there attack damage in the skill.cfg but it’s not listed and I’m not sure exactly how to refer to its attack damage in code. Last time I encountered one in Ravenholm it jumped at me, hit me, and then swiped me with its claws about 2-3 times before I even noticed any damage being delt to the player. I think that if we could somehow increase their attack damage, they could be returned to there former glory. The Smod camouflaged combine, what if you could give them some sort of custom melee weapon. Yes I have been playing FEAR files to much lately and I was thinking about those cloaked guys that run at you out of nowhere and take a swipe at you (scaring the shit out of you) and than run away back into the darkness. Might it be possible to mimic this in outbreak using the camouflaged combine? Think about, let it simmer. The third idea isn’t really that special but seeing as how the update is going to make use of evil Mr. Lee’s apache. Then why not replace the model of the gunship with the original HL2 hunter chopper model. Valve even did this in the lost coast episode. Remember the hunter you fought at the end? Remember how it was shooting down your rockets and making gunship sounds? If not go back and play it, I didn’t believe either until I went back and checked it. Thank you for reading, I just had to get those ideas out there so that I could clear my head. Let me know what you guys think.
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Post by veteran_gamer on Sept 5, 2008 19:03:41 GMT -8
Well, the smod camo idea is one very similar to mine, except i was thinking of that, with a cooler texture (rather than the standard water one) thats also see-thruish for the ZOMBIES, only on certain maps, like with alyx in the citadel, or the tunnels in the coast, with glowing eyes of course, so all you can see is the eyes and no body, really intense, could even mess up an healthy heart-rate
the fast zombie, agreed, there is currently no way to adjust the damage values of this NPC, i will be requesting this on the Author's forum very soon, and if its do-able he will listen, he is amazing. Next tech-issue, is the DISMOUNTing of the zombies when they climb the pipes, if i solve this for them, the zombie2's will also be solved, they will both be able to climb walls, fences, buildings anywhere any place and dismount with no issue
the apache, heh, please REMIND ME (not to get personal, but i have issues with memory, long and short, so DO remind me not just a figure of speech) to test out the lost coast map/heli, and if all goes well my friend, i will decompile it, and port it into our beloved mod for all to enjoy
thanks for the brainstorm, good shit!
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on Sept 9, 2008 12:54:50 GMT -8
Your welcome, I hope I gave you some inspiration and I will try to remind you about the apache. I would suggest setting a reminder in outlook or posting a sticky here and title it: remember the chopper or something like that. Or I can just keep nagging you until the release of the new update. I do have one more quick question / thought. I recently figured out how to add the npc_zombie2 to my map through hammer without the use of mapadds. Although this is probably common knowledge I am still new to the whole smod, hammer thing. But this got me to thinking, if you can add NPCs and prop_physics to any map through mapadds. Would it be possible to add other more complex entities as well? Such as an ai_relationship and or npc_maker, npc_template_maker, or aiscripted_schedule entities. If there is any way to define variables and values of an entity in a mapadd then it might possible. The only reason I ask is I have no clue how mapadds work and what their limitations are. I can only imagine what could be done if this were possible. ;D
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Post by veteran_gamer on Sept 10, 2008 12:11:28 GMT -8
yeah, i know you can add the ai_relationship through the mapadds, there was a concept i had in mind, where on certain SP maps, you'd have a little message come up saying Comvine Status - Friendly, neutral or hostile, but i never got into it. if it can be done in the mapadds, it can be done and even some more in hammer. thats what made smod so cool, so for a non-mapper like me to be able to configure maps, my mapadds are the most basic kind, just to get the job done, now, a real mapper can do ANYTHING npc_template maker, this one of course as well, heres something you may enjoy experimenting with, npc_templatemaker with a spawnflag value of 160 (like the noamz maps), it makes the spawn infinite so youd have a spawn flag of 160, with the maxz amount of children being...lets say 3, now you have an infinite spawn point that allows up to 3 enemies living and walking around at once pretty cool stuff if only i knew how to do that through the LUA and mapadds, which a few people do, but of course would probably rather die than share the knowledge good luck
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on Sept 12, 2008 12:39:52 GMT -8
Two more things before I let this thread fade into obscurity. 1st thing, I noticed that in my version of Smod outbreak the combine gunship is having a little trouble. It’s firing 5 rounds per burst, and so is the hunter chopper (it’s harder to notice with its shotgun effect). It’s a pretty pathetic fight as you can imagine. You can change it through the consol and possibly through skill.cfg I believe its sk_helicopter_rounds_perburst or something like that. However I am using the original config from your first release. You may have already fixed this but I thought I should bring it to your attention just in case. 2nd thing, one last question. How do you get the coordinates for mapadds? Is it a tool or a weapon or maybe a consol command? I only ask because I need to learn how to make these dam things at one point or another and I want to test out a theory.
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Post by veteran_gamer on Sept 12, 2008 19:22:10 GMT -8
thanks for the info, i do believe i have adjusted the helicopter and gunship to be formidable enemies now, dealing a bit more damage and long fire-bursts
aaannnd, for coordinates, a quick way would be to use cl_showpos 1
ooorr use the physgun, use the secondary attack and check the console for coordinates, i hope your theory works, as i have a feeling we may be working together in the near future, and since you have a thirst and interest for smod/outbreak/source, there is nothing better than someone who is creative willingly, rather than as an obligation or chore, im at my cousins house, ill be back tomorrow or after at home, good luck!
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