Got a Quick Suggestion? - Small suggestions that don't need their own thread

i’m fairly sure there will be no “drag” function. Only small props can be picked up.

I do remember asking some time ago if there would be a drag function. Unless it’s been changed there will be, and you’ll need it to push the cart into the anti-mass spectrometer.

Of course you can drag things like boxes like in the original; but dragging corpses… I dunno, maybe it’s as simple as setting a value to True for them, then sure :stuck_out_tongue:

I propose a kick-the-ragdoll-in-the-nuts function :freeman:

In the test chamber during the resonance cascade:

Be momentarily teleported into a room full of chumtoads staring at you.

Shit would be hella creepy.

Dragging bodies sounds too much like Splinter Cell to me.

Open lid
Dispose of body
Close lid

Half-Life is an FPS, not a Tactical Espionage Action game.

I think fiddling with the AI to recognise corpses would be a bit too complex.

Anyway, I don’t see a point to drag bodies in Black Mesa. It was possible in STALKER, where bodies are a little bit significant, and I still never used the feature.

Unless…

Unless! Is there any chance we’ll see creatures dragging bodies to a safe corner for consumption?

Bullsquids are perfect candidates for this behaviour. Several locations are featured as bullsquid lairs. There is a bullsquid lair of gathered corpses somewhere underground around the launch silo. There is another bullsquid lair of bodies in the On A Rail chapter:

Zombies have also been known to drag bodies.

It’s moments like those that remind a player they may fall prey at any second. I recall the horror I had witnessed in my first game that had body-dragging monsters. While watching my body and my murderer after my first death (by shotgun), a lone dog eventually found me and began dragging me toward the bushes.

The AI already exists, for grunt reloading behaviour. It would just need to latch on to a bone and animate walking backwards until it reaches that safe location. A bullsquid doing that half the time, instead of always standing out in the open and eating in front of the player, would really liven the fauna up. (Houndeyes could also be considered, but it’s less common behaviour among pack-predators.)

I stand corrected. I don’t know shit about coding anyway.

Yeah, well it’s just a suggestion.
I mean, If the NPC’s searched the area when they found the corpse of a member of their squad, then it would be very useful.
Also, both the bullsquid encounters above where they were eating the corpses were scripted sequences, but they do eat and sniff corpses after killing them, and the grunts shoot the enemy to ensure they’re dead. a lot of the models have “victorydance” animations used after killing the last enemy in an area.

Ah awesome. I’m surprised that HL2 didn’t do that originally. You were able to do it with the super gravity gun, but it wasn’t possible otherwise. It wouldn’t have any use per se, but it would just be awesome. If the coding exists then I see no reason to abandon it, unless it involves too much work.

List of bugs/gameplay easter eggs from the Hazard course

  1. It is possible to leave the suit chamber without putting on the suit by jumping on the pipes
  2. With the long jump, you can jump over the fence in the elevator room, and bypass the entire challenge
  3. With the long jump and proper timing, you can crouch and go over the hole in the first crate room.
  4. In the second crate room, you don’t need to do anything involving the crates. You can jump on the button and then to the containers that form a wall, and leave by jumping on the concrete next to the door platform.
  5. In the crowbar room, you can jump on the table, and over all the crates.
  6. With the long jump, you can trap yourself in the canal in front of the shooting range.
    Feel free to fix/include these at your discretion if you do the Hazard Course.

Also, if you’ve coded rats, there is one on a concrete trim in the area after the suit room. Don’t forget him, as he’s the only rat that can be seen walking along. And why are there no rats anywhere else in the facility? If you have them, I expect to see them in storage areas and such!

Nope you won’t need to, or nope it hasn’t been changed?

Sounds like a perfectly valid reason.

In HL1, when you saw a bullsquid eating a scientist, it wasn’t due to bullsquid’s AI, that would detect corpses. I’m guessing, that when a bullsquid was spawned, it entered EAT_SCIENTIST state, so AI wasn’t aware of the corps, it was just performing preprogrammed animation. When the bullsquid notices a player, it enters KILL_FREEMAN state, but it never enters EAT_SCIENTIST state again, even if you walk away and leave the bullsquid alone. I don’t know the Source SDK, but probably it doesn’t allow detecting corpses, there wouldn’t be a need for that.

JeffMOD already got the cookie for pointing that out, indeed the seated scientist bodies are scripted.

The point is, alien AI locates corpses/gibs for consumption, or at least inspection (did you know that even roaches have a body-inspecting behaviour?). Spontaneous gib inspection in HL1 may be seen here:

Creature AI will seek out fresh food, even those gibs spawned using impulse 102. Plus I’m sure everyone recalls the trademark sniffing animation prior to locating the meat.

Anyway, my original minor suggestion was that bullsquids, at least bullsquids, be given the code to drag ragdolls to a safe zone for immediate or future consumption, a little bit how the mutant dogs of STALKER will drag bodies around.

This is plainly evident behaviour in Half-Life:

  • Several lairs littered with foodstuffs (that wouldn’t have all fallen prey there)
  • Scripted sequence where bullsquid drags grunt, remember here? c2a1b:

It was scripted in the original, but shouldn’t the Source engine allow them to drag ragdolls at any time?

Every time I read this Thread, I punch myself in the side of the head a few times.

Anyway, here’s two.
Generally, firing a weapon inside an enclosed space= bad.
How about if you use a firearm inside an air vent, you get that “Ringing” sound effect like you do when you are near an explosion in HL2 and I suspect in BM:S
It would add to the realism.
You know, aside from the aliens and monsters and lazor guns.
Also, I know that this is the wrong thread, but please, give the HEV gloves a nicer texture.
They look like they’re made of latex.

I just walk into it now in hl1. What changed?

Never had to hold any button to push the cart into the beam. Not in HL1, not in HL1: Source. Aside from the forward-key, of course. Meaning the W-key.

Why? It’s the internet, it’s always like this.

In the original, they were made of latex. Kliener’s Upgrades added comfortable leather gloves to it.

Also, I forget; Does Kliener say anything about adding a sprint function in HL2? If he does, then it would be a continuity error to to that in BM.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.