IDeas for things
Re: IDeas for things
do to time difference not editing my last post.
(If any one has any feedback good or bad please post by the way, I feel like I am posting to a wall...)
Co-op weapons suggestions
the following 2 items are meant to make players work cooperatively on maps (in combo with triggers which I have no clue about that sort of thing)
flashlight (weapon)
info: this weapon is used to provide light for other player. it is useless on normal maps. this weapon is meant for maps with flashlights disabled forcing the players to work together and cover one or 2 players taht are using flashlights to spot enemys
advantages:
1.supports team work on dark maps
2. horror maps are scarier when only one guy has a flashlight(one to many zombie games)
problems:
1.would only be useful on dark maps
2. no attack
laser guide(activated like shield or cloak)
info: adds a laser beam like that of the combine sniper rifle to any weapon.
reason for: can tell who is shooting what, even if the ammo spawn is fast its annoying to waist ammo
Another idea
Rebel molotov(weapon/npc weapon)
info: this weapon deals slight damage and lights anything prop or npc it hits on fire. its main use is to block an area.
ammo max: 4 molotovs
pros:
1. lasts [x] time after throwing allowing you to take out enemies after it "explodes"
2. can be used to break barricades or things blocking player progression
cons:
1. very easy to grief with
NPC version
info: is thrown by npc rebels at random, dealing medium damage and lighting things on fire. unlike the player version it dies not leave a "pool" of fire.(more or less a rebel grenade that explodes on contact)
reason for: give rebels a fighting chance in some battle as combine have grenades why don't rebels.
(If any one has any feedback good or bad please post by the way, I feel like I am posting to a wall...)
Co-op weapons suggestions
the following 2 items are meant to make players work cooperatively on maps (in combo with triggers which I have no clue about that sort of thing)
flashlight (weapon)
info: this weapon is used to provide light for other player. it is useless on normal maps. this weapon is meant for maps with flashlights disabled forcing the players to work together and cover one or 2 players taht are using flashlights to spot enemys
advantages:
1.supports team work on dark maps
2. horror maps are scarier when only one guy has a flashlight(one to many zombie games)
problems:
1.would only be useful on dark maps
2. no attack
laser guide(activated like shield or cloak)
info: adds a laser beam like that of the combine sniper rifle to any weapon.
reason for: can tell who is shooting what, even if the ammo spawn is fast its annoying to waist ammo
Another idea
Rebel molotov(weapon/npc weapon)
info: this weapon deals slight damage and lights anything prop or npc it hits on fire. its main use is to block an area.
ammo max: 4 molotovs
pros:
1. lasts [x] time after throwing allowing you to take out enemies after it "explodes"
2. can be used to break barricades or things blocking player progression
cons:
1. very easy to grief with
NPC version
info: is thrown by npc rebels at random, dealing medium damage and lighting things on fire. unlike the player version it dies not leave a "pool" of fire.(more or less a rebel grenade that explodes on contact)
reason for: give rebels a fighting chance in some battle as combine have grenades why don't rebels.
I think that's all I do and some times/a lot of the time that gets me into trouble.
Re: IDeas for things
The main problem with these is, that we don't have (at least I think we don't) the amount of developers to take care of all these.
We have to select the few ideas that could prove very useful and try to push out an update already. Having a buttload of weapons would also confuse new players I presume. Instead we'll probably try and flesh out the weapon-script system to allow for more flexibility.
There were plans to integrate Lua for the weapons, I'm not sure where this idea has gone to though.
We have to select the few ideas that could prove very useful and try to push out an update already. Having a buttload of weapons would also confuse new players I presume. Instead we'll probably try and flesh out the weapon-script system to allow for more flexibility.
There were plans to integrate Lua for the weapons, I'm not sure where this idea has gone to though.
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Re: IDeas for things
k.
I think I am going t o stop with the idea posts for a while. mostly because I think I have posted to many to fast.
I think I am going t o stop with the idea posts for a while. mostly because I think I have posted to many to fast.
I think that's all I do and some times/a lot of the time that gets me into trouble.
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- npc_hovering_assassin
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Re: IDeas for things
You really aren't thinking these ideas out are you? There's some major issues with a lot of them. Especially the flashlight.
Oh, don't be such a baby. Episode 3 will come out.
*Turns to Archimedes*
No it won't.
*Turns to Archimedes*
No it won't.
Re: IDeas for things
I kinda like the flashlight idea... Maybe because I thought of it at one time...DisConnected wrote:You really aren't thinking these ideas out are you? There's some major issues with a lot of them. Especially the flashlight.
It would be pretty easy to do with Hammer scripting.
Re: IDeas for things
problem is he is right I didn't think about that one just posted it.
I think that's all I do and some times/a lot of the time that gets me into trouble.
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Re: IDeas for things
well there is something some people have been asking me recently that apparently has been done in HL source (but I have yet to see it myself) is enabling lipsync for player models using voice chat. If it were possible it would be awesome to test out. Only think is I dunno if it would work though it would be a pain in the ass to code.
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Re: IDeas for things
In HL:S?! Lol, if you found where is it, call me.raidensnake wrote:well there is something some people have been asking me recently that apparently has been done in HL source (but I have yet to see it myself) is enabling lipsync for player models using voice chat. If it were possible it would be awesome to test out. Only think is I dunno if it would work though it would be a pain in the ass to code.
I think that is possible, but it will force to make a determinate faceposing of all the models for the vocals and such, also, you will have to "tell" to the game the words in order to convert it, highly difficult (i think).
Re: IDeas for things
it could be simple, just have the mouth of the player model move at random when the person has there mic active. movement might not fit the speech but it would mimic talking. though I see no reason for something like this as it has no use.
I think that's all I do and some times/a lot of the time that gets me into trouble.
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Re: IDeas for things
Yes, that could work. Like in HL where the engine "detected" the dialogues and move more or less the mouth of the characters.warbrand2 wrote:it could be simple, just have the mouth of the player model move at random when the person has there mic active. movement might not fit the speech but it would mimic talking. though I see no reason for something like this as it has no use.
Re: IDeas for things
I have some more ideas.
idea 1
I know some players might not like the following idea but I am going to post it any way. I think it would bee a good idea for RP and rebel based maps to have a code that forces the players to a random standard rebel player model. (would need to revert the model back after the map is over.) (no idea where this idea came from by the way.)
idea 2
"armor tiers"
armor tiers are different "types" of armor for the players the armor tier is set by the mapper there are 4 main tiers.
tier one: standard
health max: 100
armor max: 100
HUD: standard
tier two: rebel
health max: 40
armor max: 40
HUD: missing most of the HUD elements can't see ammo, where aiming(must iron sight to see where aiming), can't see armor. only thing that stays on the HUD is the health display and that displays a present not the actual health
use: hard difficulty for lives maps
tier three: combine
health max: 100
armor max: 25
HUD: same as normal only has a blueish tent around the sides, is also missing the aiming redical
use: med difficulty for lives maps more of a solder setup
tier four: RP maps
health max: 100
armor max: 000
HUD: missing every thing but aiming redical
use: RP maps you don't need to know your health or armor
idea 1
I know some players might not like the following idea but I am going to post it any way. I think it would bee a good idea for RP and rebel based maps to have a code that forces the players to a random standard rebel player model. (would need to revert the model back after the map is over.) (no idea where this idea came from by the way.)
idea 2
"armor tiers"
armor tiers are different "types" of armor for the players the armor tier is set by the mapper there are 4 main tiers.
tier one: standard
health max: 100
armor max: 100
HUD: standard
tier two: rebel
health max: 40
armor max: 40
HUD: missing most of the HUD elements can't see ammo, where aiming(must iron sight to see where aiming), can't see armor. only thing that stays on the HUD is the health display and that displays a present not the actual health
use: hard difficulty for lives maps
tier three: combine
health max: 100
armor max: 25
HUD: same as normal only has a blueish tent around the sides, is also missing the aiming redical
use: med difficulty for lives maps more of a solder setup
tier four: RP maps
health max: 100
armor max: 000
HUD: missing every thing but aiming redical
use: RP maps you don't need to know your health or armor
I think that's all I do and some times/a lot of the time that gets me into trouble.
Re: IDeas for things
only problem with the use is that every RP map in OC has hazards, so its good to know your health,warbrand2 wrote: tier four: RP maps
health max: 100
armor max: 000
HUD: missing every thing but aiming redical
use: RP maps you don't need to know your health or armor
paysan&harvest has antlions/combines.
umizuri has random enemies
diving has water and sharks
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Re: IDeas for things
I have another idea. Kinect Animation Support. like movement using kinect.
Re: IDeas for things
Oh god D:raidensnake wrote:I have another idea. Kinect Animation Support. like movement using kinect.
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
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- npc_helicopter
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Re: IDeas for things
Same thought.TESLA-X4 wrote:Oh god D:raidensnake wrote:I have another idea. Kinect Animation Support. like movement using kinect.
Also that exists for Gmod by the way,some of you may have watched the video.