That would definitely require coding. The only thing that I've seen that is somewhat similar is the way the combine soldiers work in the Source titles. Usually a couple will actively fire at you while the others in their squad stick to cover, try to manoeuvre to a good position or lob grenades. I think Antlions might also take turns attacking the player so as not to overwhelm them.
Can't say I've seen similar behaviour in the Goldsource engine. All monsters seem to share the mentality that the player must die as quickly as possible.
Me again, bumping this thread. After a couple of goes on the Fallout 76 BETA, I have asked Bethesda for my money back. I was willing to look past the lack of everything that makes Fallout a good series (that hadn't already been stripped out with Fallout 4) and play it with an open mind. However, the PC port was a joke. Not a good one either. (What are the ideal keys to move left and right in a menu? Z and C! badum tish)
In light of that, I've started to pick up some of my older games that I've never finished or even tried in some cases. I've decided to dive into Guild Wars 2 which I downloaded over two years ago and never played. So far, I have to say that I'm enjoying it. While every other MMORPG I tried just felt like a WoW clone, (WoW being a game I got bored with after six months) GW2 seems to have a little more variety in it's quests and offers a branching personal story as well, away from any main questline. I reckon I'll stick with it for a bit until I get bored or something better comes out. Being Free to Play helps too.
I believe my Minecraft username is Urbanebula, but at the moment I'm having trouble getting into my account... It's asking me security questions that I cannot remember the answers for. Hahaha.
On the bright side, there's some really cool stuff coming out of new studios that fix what EA breaks. Two Point Hospital and Cities Skylines to name a couple. Maybe we'll see a new RTS series inspired by C&C when this one releases. Hahaha
Time to start adding some custom textures, because if you're not including Easter eggs or references to the things you like, why are you even mapping?
OK, so this isn't really an easter egg at all... I just really like the way the security monitors came out.
So how's everybody doing? I need to think about wrapping my map up soon so that I can get it tested by somebody else and make sure it works and plays well.
Though I'm not familiar with mapping for CS, is the issue here not that you're using a trigger_once... That kind of trigger is removed from the game once tripped as far as I know.
I was thinking about this just this morning. Weird.
FYI, I will put out an alert at the weekend. I've not played anything online for months and I think it's time for some merriment and murder once again... I don't have server admin rights though, so we must endure the shit maps.
I don't believe that there will be any. The competition states that the entries will need to be singleplayer. They could likely be adapted though, should the authors wish. Hell, mine loops around on itself enough that it could be quite easy to update after the compo.
It's actually not staying the way it is in that shot. The corridor is going to be blocked, but I wanted to show it off before I throw the blockade in there. The player will need to duck into the door on the left to bypass it. Then there will be a little puzzle to get the secure access door open.
There is a competition every few years or so, but often the theme is more specific and tends to focus on entity work and such. This one has a focus on making a singleplayer map so I jumped at the chance to get involved. Other times the maps are either multiplayer focused or simply design tests that you can walk around in, which are nice but I rarely bother with them.
Pardon my ignorance, but have you considered just making an a Opposing Force mod? All your posts are regarding adding OpFor enemies and behaviors to HL. Why not just start with OpFor and mod from there?
Found some time tonight to do some more work on this in the early hours of the morning. Not as much as I was wanting to do because I fell asleep at my desk. I started at around midnight, then woke up at 02:50 and worked through until 03:50.
...I need to stop listening to chill out mixes when mapping in the evening.
I have always used lights.rad for the sake of consistency. I use info_textlights to get the values right and then when I'm happy I add the value to lights.rad
That's only when making custom light textures of course.
I'm really trying to keep the game play varied and interesting, rather than running from hallways to rooms and killing bads.
I'm also getting increasingly frustrated with glass and water rendering in darkened rooms... Limitation of then engine I know, but it's quite distracting in places. Gonna have to figure out a way to make it look natural.
@torekk: That's looking good. The only thing I would say is that the lighting is a little monotone. One thing I've done in my areas is to put different coloured lights up in the ceilings. Even just a teeny tiny red light occasionally up near the vents would add a lot to those hallways.
I would love to get into Monster Hunter World, but there are two things that are putting me off getting it. First is the price of the game on Steam, and the other is justifying said price with the amount of time I will be able to invest it, especially with Fallout 76 on the horizon.
I'm just doing this to try and get the creative juices flowing. I'm trying to get out of my habit of creating really corridors that lead to more corridors. Something I openly criticise mods like Azure Sheep for, when all I do is the same thing with more detail... (FYI, The Core is going to suck, and this is why )
I'm going to use this challenge to try and break old habits. Interesting combat sections and more variation in game play.
I'm looking forward to 90 days from now when I remember I started working on something for this. Then I'll work solidly on it for five days and still not finish it.
I like to use my creativity and imagination and I really enjoy telling stories. Mapping and definitely modding to larger extent are a good way to satisfy those particular points. Finishing maps and mods is a bigger problem however.
I've really been digging into Half-Life's maps recently, the way Valve added detail (when they bothered) and the truly bizarre choices they made in some places.
I'm gonna work on something that I would have made back in 1999 when I first opened WorldCraft2.1, when all I had to work with was what came with Half-Life.
Shame about the HD models being default now but... I can turn a blind eye to that... or just have a whopping great message at the start that says to use the LD models.
Ahem! I do believe I won the thread with the Hollow Knight OST... but since it's still going, I have a load more.
This is one of my personal favourite tracks from Puggsy, a truly underrated Sega Mega Drive game developed here in the UK that you've probably never heard of.
I'd say the longevity of TWHL is down to it's dedicated staff and community.
Things are a little quieter these days, but you would be hard pressed to find a more welcoming and helpful bunch of people. I've tried to leave this place like, three times... I've made too many friends here.