Having hands disappear during certain actions

I see, like a monkey’s tail but backwards.

It’s actually not that hard with a fixed ladder with side rails.

All I can think of is metallic splinters… Ow ow ow…

If the ladder is leaning slightly you can climb up it whilst firing a gun. I’ve done it myself. But I don’t think I’d be comfortable trying that on a 90 degree ladder.

HEV suit ladder assist. If you remember the Hazard Course, they tell you that moving around in your HEV suit might be disorienting and later they tell you how to climb ladders.

Therefore, the HEV suit helps you climb the ladder. :slight_smile:

I think gordon uses the forward key to climb ladders
No hands required

the forward key in his mind

Idiots, he uses his penis.
How else would he also be able to use the mounted hunter-chopper gun and tau cannon in Half Life 2 so efficiently?

/srs the lack if limbs are all about the immersiveness; it’s just an element VALVe uses to make the player feel more involved and shit

George: It’s artistic licence sir… it’s the willing suspension of disbelief!
Blackadder: Well I’m not having anyone staring in disbelief at my willy suspension!

So this is what happens when someone makes a suggestion? You all flog him to within an inch of his life?

For what it’s worth I like the idea, but only as far as using ladders. Really it’s an oversight/fault on Valve’s part as they’ve been using this since Half-Life, and since Black Mesa is changing just the appearance of Half-Life and not the actual gameplay, I’m afraid we’ll be stuck with levitating hands-free Gordon until Valve changes this. But are we really using the whole ‘you shoot aliens’ to mean that the game can’t be realistic? If that’s the case why not just make all the guns pink and shoot bubbles.

Do want. Jigglypuff used Bubblebeam? Maybe the crowbar should be a plastic squeaky toy too. Hell, why not? Someone get this on gamebanana ASAP.

The crowbar should be a half deflated toy crowbar… like something you’d win at a funfair.

As much as I’ve wanted to see a FPS where you actually needed to crouch over ammo to pick it up, with the free hand/hand used to balance a gun disapearing off screen to do so, I don’t think this is the game for it.

The gameplay just doesn’t fit well for it, the animations would be all over the palce and it would be jarring to say the least. It’d be like he’s having a rave half the time.

Crysis had animations for picking up spare guns. But yes, this does NOT fit BM.

It worked really well in Crysis, and I also liked how the character held the gun up in front of him and modified it real time. But yeah, wouldn’t work in HL.

Why not? the gun modifying would work in any shooter, you just have to be smart enough not to use it during a firefight, and there’s already a nifty hud menu that it could fit into.

Personally, I hate the gun customization from Crysis. The differences the different attachments made were really trivial or otherwise poorly balanced. I also don’t see how it could be done using the existing hud menu.

You know there was nothing in the game that forced you to customize your gun.

And if anything, it seems like OP is the one who attacked first, since Maxey simply explained how it really doesn’t make sense to which the OP responded

Obviously so keen on defending his ridiculously brilliant idea.

And even if it is a great idea, there’d be no reason to implement something like this because it so radically changes the gameplay, and it would probably require reworking of other mechanics too that it just doesn’t make sense this far in development, whereas in a game like Crysis, they designed the game with those things in mind, not added them in after.

The only two games in which I enjoyed gun-customization was Resident Evil 4 and Bioshock; I really wouldn’t want to see it Half Life, though.

I wouldn’t even call those customization. It’s upgrades & alternate ammo.

That’s exactly what made it so pointless.

At any rate, if you want hands to disappear during ladder climbs, OP, I recommend the following strategy:

  1. Download Black Mesa.
  2. Decompile every map in the game.
  3. Load up Source SDK.
  4. Make a game config using BM’s fgd.
  5. Load up the first map.
  6. Make a point_clientcommand entity somewhere in the level.
  7. Put trigger_multiple boxes on every ladder in the map.
  8. Set each trigger_multiple to have outputs fired OnTouching and OnNotTouching, and have them fire to the point_clientcommand with a “Command” output, with the parameters being “impulse 200.”
  9. Compile and test the map to make sure these work.
  10. Do this for every map in the game.

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.