Dont kill the scientists! OR ELSE!

There comes a time in parenting, that is less about the lesson, and more about them disregarding your rules.

But yeah, it looks like I got nuthin anyway.

I will just have to flick him once in a while, and when he asks why, I will tell him it is because he killed a scientist.

Whew! Kids sound fun! I wana make some! :slight_smile:

Yeah, the Call of Duty games usually end the mission if you shoot a friendly. America’s Army actually puts the player’s character in prison for it.

Those are the only ones I can think of off the top of my head,

It would be nice if you could make the scientists health count so high it would seem like the scientists have God Mode turned on. I guess you could play around with the code on Notepad and change the scientists health to a huge number like 100,000 health count or something like that so it would take forever for your son to kill a scientist.

Upping the scientists health will work. Some sequences in the game will not function properly, and escort missions will be less annoying (the horror), but there will be nothing game breaking.

Hey, Catz put your voice into the scientist, “I am your mom, so don’t shoot me or i will punish you!”

how do i up the health again?

Do this. A Garg has about 1000 health on hard so anything over that should be fine. Just search google for gfc extractor (I’m assuming your HL is steam based).

EDIT: Guards are barney so just substitute that for scientist.

when it comes to the point where the marine kills the scientist… is it gonna break tho?

Yes and no. The scientist will not die but the game will continue perfectly.

D’YARGH
SHTAP!
NOO!
AGH!

Well, I think the best thing to do with just be to do what that other person said and set the health of the friendlies to, like, a million. This way they wont die, and he doesn’t have to restart.

Then again i’m 14 and I play Left 4 Dead every day.

How many people have said use skill.cfg?
I know I have…Someone random did too…

I think the others just said up the health and didn’t say how… :confused:
Nothing in the game will break (unless there’s a max health), and it’ll be easier to survive the teleport to Xen sequence because you don’t have to cover the scientist as much.
All sequences a scientist has to die in make them die through the animation’s events, so don’t worry about that.

Also sk values are only for hl2.
-Open Half-Life.gcf.
-The Skill.cfg file is instead located in Valve.
-The extracted Skill.cfg file will instead need to go in Steam/SteamApps//Half-Life/Valve.

However, there is one major problem: in the original Goldsrc Half-Life games, there is no way of changing ammo capacities in skill.cfg.

You can still alter enemy/NPC healths and damage values using this method though.

It’s fun to make the grunt’s 9mmAR do negative dammage, or have the RPG do -100, effectively only making it a Barney-pisser-offer.

I think I may have the perfect solution.

Does anyone remember the scientist towards the very end of the earth portion of the game? the one that opens the door to the portal chambers after you kill off a couple Alien Grunts? Modify his script so that if you’ve killed any scientists, he won’t let you through.
The best part about this is that if your son has been killing off any scientists, he’ll have to either reload all the way back before he started killing them, or start a completely new game if he doesn’t have a saved game from before he started doing that.
I’d think this would pretty effectively drive home the “actions have consequences” ideology. Plus it’s more realistic, and prompts you to think ahead, as not all actions have immediate consequences, but severe actions such as those often result in severe consequences, such as not being able to finish the game, that you can’t simply go back and fix.

you would also need to make sure the game differentiated between deaths caused by Gordon and deaths caused by enemies.

I dunno where that specific script is though. You may want to write to valve and ask if they would consider releasing a quick update for this purpose, or at least pointing you to the proper script to modify. They’ve done crazier stuff and the worst that can happen is they could tell you no.

The perfect scenario would be having the screen fade to black to fade to reload with a big “you failed to keep key personnel from harm. Subject gordon terminated” or something like that.

Hmm. There’s already a flag for that on some people, like the guard near the end of Surface Tension. Not sure how to attach it to other people, though.

That would be map-based, and impossible to do in HL as many maps in HL clear all the entities from maps on load (think all the ones you can’t go backwards from)

This is easier to implement, however you would have to decompile every map, or code it to do this to the player by calling that title and a fadeout during the ondeath code, plus that would make it happen whenever one died, even through a scripted sequence…

I’m sorry catz, but I don’t think there is a viable way to punish him for killing scientists without some serious coding or decompiling and recompiling every HL map (which would take a loooong time)
I wish there was a command that turned off friendly fire/made damage dealt by the player on a scientist be dealt to the player instead for HL, so you could make this work… Maybe you could have someone code it into the “content control” option?

I should email gabe to tell him my concerns.

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