Random OC screenshots

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BigFoot
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Post by BigFoot »

you can set the fadetime to 0 or -1 so they will never fade (if you have graphics on middle to high) but i guess it won't spawn prop_physics that aren't gibs

you can also set an entity to spawn on break in the entity's properties


edited: and you can set it's physics options to clientside only, serverside only and a third option that i don't rememeber
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Tysn
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Post by Tysn »

Can't use the spawn on break thing as that only allows functioning generic entities to be used, flares are a prop_physics using the flare model which can't be set through that way.

I did set the fadetime to 0 and it worked, and I tried setting "debris" to false but that didn't.

I'm trying to find what you mean by serverside only keyvalues but nothing appears to go in the .qc of the flarebox. It needs to be something I can put in the "break" part of the flarebox's .qc since I can't edit the actual flare's model.
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BigFoot
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Post by BigFoot »

i think it's only in the qc of the gib model:

i just found that:
$keyvalues
{
"physicsmode" "1"
}
if i remember right it can be set to 0, 1 and 2

i'm not really sure if that is affecting the model physics when it's spawned as gib though
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Post by Shana »

Me and key testing out or new lobby


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Post by Keychain »

aww yeeaahhh
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Post by Axel_m3sh »

This just in: Santa is apparently a serial murder and a rapist :lolcry:
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Post by fug4life »

Very nice map, a little overkill on the ragdoll on the bin screenshots, but cool all the same.
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Post by destiny »

looks reall nice.
and funny.
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Post by JerC »

Santa Grigori?
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Post by Keychain »

Yesh.
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Post by Lark »

I have to say after looking at most of this topic the amount of pics of players with manhacks which is THE MOD LOGO is highly lacking, maybe for the patch for next version they could be improved so they are more than spam and decoys? (as said before alt fire controls them so they could be used for recon but for balance they can only go so far from you before you lost the signal or it drains their batteries so they die if controlled to long?)
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Post by Gary »

Pff, better yet, make the secondary file cause them to become bombs. They could fly up the the enemy and explode.

Also, something I would find cool is to make the same thing with a turret(without the secondary fire). It would be extremely easy, it would just be a model edit. With a few edits to the code.
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Post by fug4life »

Hacks are pretty fine imo, If anything oc should concerntrate on getting new weapons into the mod. Leave the old weapons as they are (apart from bug fixing).

Suggestions are:

I really liked the headcrab deploy weapon. I posted a pic of it not so long ago. I might email the guy see if he wants to share the code.

Which is very similar to the old snarks weapon from HL1 (I see keychain has a hl2 converted version in her sig).

Stuff like that.

Also there is a guy on FP who's rehacked some weapons that are very combine looking.

I just think time should be added towards new stuff.
And personally I use hacks they are a great weapon for what they are, they certainly distract combine elites long enough for you to survive.
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Post by destiny »

here are some pics i took while on some random oc servers.
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they were kinda into using the slams for laser party's.
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because of some jerk making them go boom sometimes they had to redo it.
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as you can see the dropships litteraly drop the pods only to be reattached and then droping it again. must have been a glitch like the striders flying.
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i thought i was the only one on the server thinking to stand there.
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the new doghouse with a new dog at oc_paysanb09.
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joking in previous one here is reall new dog instead of the houndeyes.
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i couldnt take a picture of myself standing on it so i had to ask someone else to do it.
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Post by Datastream »

So that's what it looked like! Nice lasers there. :P
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