If I can do it in HL2 without the Gravity gun, it can’t be that hard.
Well I don’t know about you, but if I saw a grenade headed my way, my goal would be to get away from it, not to go play catch with it.
I loved picking up grenades in HL2 that were thrown at me when I didn’t have the Gravgun out, and just flinging my mouse up and tossing them back. Always felt fun.
Relevance = questionable.
What do you guys think the grunts should do when they spot a player owned tripmine besides ducking / jumping over it (Please skip the ducking/jumping bit, it wont happen)?
Run to a safe distance and shoot it.
Since hgrunts would be trained in their operation, attempt to disarm it? Assuming of course that they’re unaware of the player. You wouldn’t want a gun toting scientist to shoot you a superfluous new behind now would you?
EDIT: Or if they have buddies nearby to deal with you while they attempt to turn it off.
Would you attempt to disarm an explosive device if you know the enemy is around the corner?
Hell no!
It would be better than running straight into it though.
Like someone already said, perhaps just getting a safe distance away then shooting it.
I’d stay out of the range of the mine itself, and try to trip it when the enemy nears it. Will they be able to do that? :awesome:
I might have to. After all, I am a combat engineer. :fffuuu:
Be a smart shit and fire my M203 at it when the target pops out, detonating both the mine and my grenade on him.
Push some random physics object…say…a cardboard box…into the beam at a safe distance. The explosion tells the player that the mine was tripped, and they turn the corner and go “OH SH–!” as the still-living Grunt opens up on them.
Or, if it’s badly placed and the beam extends beyong the mines blast radius, just walking through the laser at a safe distance.
Go around the next corner or other cover, “peek” (give him knowlege of the area with the tripmine, no actual peeking animation would be required, but I guess it COULD be implemented), and then wait for the player to approach (crossing the tripmine to the area between him (soldier) and it (tripmine), then hop out, and hope the player backs into his own mine. Lol. That’d probably be a bit akward code-wise.
Or toss a grenade. Or shoot it. Would it be possible to give a Grunt a chance to notice and shoot the mine from a distance, but if they didn’t pass whatever check goes on there, they either run right through it (not notice) or cower and hide, waiting for the player to come into visible area.
Jesus fuck man, this is Half-Life not Operation Flashpoint!
I think I’d piss on it.
But that’s just me.
Operation what point?
I’m going to go ahead and assume it’s some crazy military/secret agent/infiltrator/something-or-other game where the enemies are all tactical… -y…
Operation Flashpoint is a war simulator. Based off an actual US military training program. If you’ve heard of ArmA or ArmA II, Operation Flashpoint is the direct predicessor to those games, made by the same developers.
well, I’ve never coded anything before, but npc’s interacting with ragdolls isn’t too hard, i’ve heard. For example- and this is just one- in the new call of duty game, Modern warfare 2, there is a scene where you are shooting citizens. There are multiple instances where you see them dragging other citizens away.
another is in Warhammer40,000:fire warrior. This is a first person shooter from like 2005. Bad graphics, not imparticularly good. It was, however, one of the first to have ragdolls, when they where getting popular. When you are fighting imperial guard, they drag their wounded away also.
The third- this isn’t a very good one, but in Star wars: republic commando, when you down a droid, sometimes you see one of your men go over to it, put his foot on it’s chest, and shoot it’s head, far after you kill it.
all i’m saying is that if anyone can do it, you can.
And none of those games run on the Source Engine.