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Hey hey, Merchant
Posted: Wed May 16, 2007 9:37 am
by skidz
I need a bit of help, I need descriptions of every item in this list. If you have a suggestion for a description, please let me know here.
They will be added as weapon and item descriptions on the merchant menu.
"weapon_357",
"weapon_ar2",
"weapon_crossbow",
"weapon_crowbar",
"weapon_frag",
"weapon_gauss",
"weapon_healer",
"weapon_manhack",
"weapon_physcannon",
"weapon_pistol",
"weapon_rpg",
"weapon_shotgun",
"weapon_slam",
"weapon_smg1",
"weapon_sniperrifle",
"weapon_stunstick",
"weapon_uzi",
"item_battery",
"item_healthkit",
"item_healthvial",
"item_helmet",
"item_cloak",
"item_ammo_pistol",
"item_ammo_smg1",
"item_ammo_smg1_large",
"item_ammo_ar2",
"item_ammo_ar2_large",
"item_ammo_357",
"item_ammo_357_large",
"item_ammo_crossbow",
"item_rpg_round",
"item_ammo_smg1_grenade",
"item_box_sniper_rounds",
"item_box_buckshot",
"item_ammo_ar2_altfire",
"item_ammo_tau"
Yeahaw !
Posted: Wed May 16, 2007 11:07 am
by destu
USP Match
Hand Gun
Simply a standard side arm, the pistol is great for taking out headcrabs and setting explosive barrels on fire. It is also a godsend after you have run around with nothing but a crowbar and foul language.
.357 Magnum
Hand Gun
Similar to the original .357 from half-life, this one does not have a zoom function. It also doesn’t carry as much ammunition. However, it packs a massive punch, and you will forget about any shortcomings the first time you see a Combine flip from a headshot.
SPAS-12
Shotgun
Essentially the same beast as HL1, with both single and double fire. It is a powerful, effective weapon at close range, great for taking out zombies and antlions. The one main difference between it and its predecessor is that it only holds 6 shells, so conserve your ammo!
MP-7
Sub-Machine Gun
The MP7 is a respectable little submachine gun with a high rate of fire but fairly low level of damage. To make up for that it also has a grenade launcher alternate fire that can be very useful in tight situations.
Overwatch Standard Issue Pulse Rifle
Combine Assault Rifle
Using the omnipresent Combine pulse technology, the Combine Assault Rifle does devastating amounts of damage quickly, at the expense of ammunition at a high rate. The alternate fire shoots a plasma ball that bounces around like a giant rubber ball, killing anything it touches outright (with the exception of some of the larger foes).
Crossbow
Ranged Weapon
The new crossbow is a sniper's dream. It fires a piece of heated rebar over a long distance, and can be used to pin people to wall. It is a one shot one kill weapon against all but the toughest enemies.
something like that?
Posted: Wed May 16, 2007 8:02 pm
by Vasili
Will we have Cash for this?
Posted: Wed May 16, 2007 8:21 pm
by Power-Mad
I thought you had an item_life
Posted: Wed May 16, 2007 8:23 pm
by fug4life
No alyx gun description
, <fug stupidly reads between the lines>
Re: Hey hey, Merchant
Posted: Wed May 16, 2007 8:30 pm
by Power-Mad
skidz wrote:
"weapon_357",
The defenition of bad ass. This revolver holds 6 shots and will send enemies flying from a single shot!
"weapon_ar2",
A deadly weapon in general, it will eat up it's 30 ammo clip fast, but will deal heavy damage. Secondary fire throws out a bouncing anti-matter orb.
"weapon_crossbow",
Shooting heat charged bolts, this weapon has a zoom function for sniping, but has a slight sink you need to acocunt for.
"weapon_crowbar",
A small crowbar for close combat, it's fairly fast attacking but mainly good for when you're out of ammo or don't want to use ammo.
"weapon_frag",
A grenade that explodes with a semi-powerful force. Able to be picked up when tossed by use and gravitygun.
"weapon_gauss",
A lightning cannon that can be charged for a rather large jump when shot at an angle. It holds 200 ammo and does not need to reload.
"weapon_healer",
A portable medpack, can be used ot heal allies in need but cannot be used on yourself.
"weapon_manhack",
A manhack to be deployed whenever. It will fly around and help kill for you.
"weapon_physcannon",
A Gravity Gun used to pick up items with secondary fire, and punt items with primary.
"weapon_pistol",
A rather simple pistol. Semi-Auto and holds 18 per clip.
"weapon_rpg",
Shoots a very powerful rocket, good for taking down striders and gunships.
"weapon_shotgun",
Powerful at close range, this shotgun is perfect for close encounters. Holds 6 shells at a time.
"weapon_slam",
A weapon with 2 functions. Function 1, you can deploy it on a wall as a tripmine. Second, you can throw it and use secondary fire to detonate it as a remote mine.
"weapon_smg1",
A simple smg. Not too powerful but holds 45 per clip and has a secondary fire for grenades.
"weapon_sniperrifle",
Very powerful rifle for long range fighting, has a long range scope but does not keep steady very easly.
"weapon_stunstick",
Ever wanted to give those metrocops at city 17 a taste of their own medicine?
"weapon_uzi",
A weapon that be be double weilded. It holds 30 per gun and fires at a rapid pace. Eats out of your smg ammo.
"item_battery",
Restores 15 armour
"item_healthkit",
Restores
"item_healthvial",
Restores 10hp
"item_helmet",
A metrocop helmet, it halfs all damage. Radio sounds not included.
"item_cloak",
Ever seen how in the control settings, there's a button for cloaking, then when you press it, it does nothing? Yeah, you need to buy this to cloak.
My spelling there is probably horrible but whatever.
Posted: Wed May 16, 2007 8:44 pm
by destu
It will fly around and help you kill.
You made it sound so silly
Posted: Wed May 16, 2007 10:35 pm
by fug4life
Nice descriptions from both, Destu I like your description in the shoutbox best, word of the day...
'Dumpstersluts'
Posted: Thu May 17, 2007 2:20 am
by skidz
oh yea, a couple items aren't up there eh. Well expect the alyxgun since it is already finished. Thanks for the descriptions so far.
Posted: Thu May 17, 2007 9:20 am
by fug4life
Will you be able to choose if the merchant is killable or not? say if you a had a teamplay game, and each side had their own merchants that can be killed, thus depleting ammo stocks?
Posted: Thu May 17, 2007 10:00 am
by skidz
fug4life wrote:Will you be able to choose if the merchant is killable or not? say if you a had a teamplay game, and each side had their own merchants that can be killed, thus depleting ammo stocks?
yep
And if anyone has any suggestions for the merchants, say new inputs outputs then please let me know.
Posted: Thu May 17, 2007 1:39 pm
by fug4life
How will we accumalate pionts/cash for weapons? by fragging?
There was a couple of things I wanted to ask, but I kinda forgot.
I'm thinking of uses for the merchant.
I may add him to oc_rein in the tornament so you have to by weapons for each round In a later version.
I'm thinking of a quick map to make would be a teamplay version of oc_warmachine, Have a capture the supply crate and kill the merchants and give each team combine or rebels. a bit like oc_seamus. It wouldn't be hard to take out all the npc's, open a few doors, make a few door/pathways. maybe even double the size of the map and make it symetrical (both teams have bases). I could copy half the map and join at the main core. It wouldn't take long. maybe red/blue theme.
Some work for me when 1.3 comes
Posted: Thu May 17, 2007 1:47 pm
by Power-Mad
I want 1 "Buy output" or osmething like that.
So basically a mapper can say onbuyoutput and then effect the world around it.
Also make a shop close and open input on these guys.
Posted: Fri May 18, 2007 4:33 am
by DaMaN
Power-Mad wrote:I want 1 "Buy output" or osmething like that.
So basically a mapper can say onbuyoutput and then effect the world around it.
Also make a shop close and open input on these guys.
Good ones.
Also, what about custom (scripted) weapons? And will mappers be able to determine what weapons/items are avaliable to be sold by a particular merchant?
Posted: Fri May 18, 2007 6:03 am
by skidz
Actually the scripted weapons will be a problem with the merchant atm. Ill let you know if scripted weapons will work with the merchant this release, they might not.