Forum posts

Posted 20 years ago2004-02-29 01:13:28 UTC
in Tricky cs_vehicle behavoir, help plz Post #17834
Thx Zombie, i think your right about that.

They are definitely vehicles though, not func_trains...

I'll post back if that idea works.
Posted 20 years ago2004-02-27 22:07:16 UTC
in Tricky cs_vehicle behavoir, help plz Post #17625
Alright, ya know how in starwars2 the vehicles (tie fighters) operate on a flat surface, aka dont go up or down, but if you jump off of the death star, you will fall to the bottom of space? How do you get the vehilces to stay on some magical floating surface there but the people fall through it?

I tried turning off the pitch thing in the vehicles but allt hat appears to do is prevent them from pitching, they still feel the effects of gravity and fall to the bottom of the next surface. How can i block vehilce movement without blocking playermovement as well?

Any help would be greatly appreciated :-)
Posted 20 years ago2003-12-02 03:04:39 UTC
in Mod Storyline Post #6286
Zombie, I'm not the only one putting multiple posts for a few sentences... haha
Posted 20 years ago2003-12-02 03:03:40 UTC
in Mod Storyline Post #6285
Hehe, yeah that was alot of posts. Its like this was the first itme i'd seen the whole PQL thing and after reading 5 pages of eveyrone elses comments i had some comments of my own.

Matrix! Yes~! that would be intense

I guess i'm kinda seeing the virtues of this TS thing, cause its so loosely set up that anyone can make practically any map and it will work. Who cares if its not the most original idea, if its good game play thats all that matters.

I'm up for doing an egypt level, if dats cool with eveyrone
Posted 20 years ago2003-12-01 02:23:14 UTC
in Mod Storyline Post #6174
Oh, and just one fear about the time splitters thing... How you going to make baddies for the wild west? That woudl require skinning.... and coding.... I mean other than just stealing/nicking/borrowing models which we appear to be vehemently against, i dunno how you woudl get that to work. And nobody has done wild wild west. Short of the magnum weapon nothing even remotely seems to fit with that theme.

And I realize now that we already decided making waepons is impossible so the new melee weapon is not really possible either.

Unless some kind soul out there decides to make it possible.........
Posted 20 years ago2003-12-01 02:13:19 UTC
in Mod Storyline Post #6173
Oh and one other question... What's going to be our melee weapon for this mod? It seems all the (good) mods need to have a new melee weapon. Halflife you had the crowbar, CS you had the knife, OPFor you had the wrench, DOD you had the shovel... What else is there to make? A sword? A hatchet of some sort? GMan's briefcase? (does he get that until later in the story, is that the "nuclear device" or "teleporter deviec" or whatever)

I dunno, just trying to get the juices flowing.
Posted 20 years ago2003-12-01 02:07:20 UTC
in Mod Storyline Post #6172
One other idea: Space ships. Maybe i'm a starwars nerd, but I always thought it would be kind of kewl if as a parallel of the halflife beginning scene on the tram, you were in a space ship (track_train wiht an "invisible" track?) and rocks were flying by and you had an env_sprite that was the planet up ahead?

Other than that i dont think we want to get involved with drivable ships, vehicles, in particular spaceship vehicles, just dont work too well it seems in halflife engine... (CS Map Starwars 2... cough cough...)
Posted 20 years ago2003-12-01 02:03:51 UTC
in Mod Storyline Post #6171
Oh and one other question, i guess this has more to do with setting than anyhting else... Ya all know that Render Mode Additive thing? Ya know how it looks cool if you do it with something thats textured other than just a beam of light, like a hologram or a strange wall or something? I always wondered why they never worked that into the Xen levels. I mean it looks pretty damn alien... I guess they were going more for the mutated/gross angle than the technological angle.

But that doesnt mean we couldnt. I mean we could have a part of the level where the walls of several rooms are set to additive, so you can see through it, make a sweet little arena.

I dunno, just general ideas for mapping gimmicks if we're going to have a zillion people make these maps, and we want some kind of continuity.
Posted 20 years ago2003-12-01 01:55:15 UTC
in Mod Storyline Post #6169
That would be pretty freaking hot, I think.

[As you can see, I thought of this idea at 23:54. No cool story about waking up in the night or hitting my head or anyhting, just chuggin away at the computer...]
Posted 20 years ago2003-12-01 01:54:00 UTC
in Mod Storyline Post #6168
How about a mod from the perspective of Gman?
Posted 20 years ago2003-12-01 01:49:43 UTC
in PQL, Issues... TWHL? Post #6167
hey just read this post... fascinating, this sounds intense. I'm all for contributing to some mod / modlet / mapseries

But what kind of maps are we talking about? I would make map for this if I had an idea what we are trying to set up. Whats the general scheme, just kinda like Halflife game, you got grunts running around and aliens teleporting around and your trying to shoot them all? I'm not even so concerned with ambience, thats easily changed with texture replace. I just dont want to set up a series of xen aliens if there are no aliens, and no toxic vats of goo if ther are no toxic vats of goo.

Not to complain or anyhting, but if this mod is about power to the people, i'd like to get started sometimes when i'm bored, cause this is the kinda thing you do at insomniac 2:00 in the morning, and it ends up looking really cool. So if we could just get a very general plot description, or not even a plot, a setting and a descriptoin of enemies, that would be vera nise