there is a command to strip players of all items including the suit… or at least I think there is, (seen it on some hl2 DM co-op maps).
found it… removes weapons to.
https://developer.valvesoftware.com/wiki/Player_weaponstrip
there is a command to strip players of all items including the suit… or at least I think there is, (seen it on some hl2 DM co-op maps).
found it… removes weapons to.
https://developer.valvesoftware.com/wiki/Player_weaponstrip
Yes, yes… I’m fully aware of that. I wouldn’t be a mapper if I hadn’t known about it. In fact, there is also a brush entity called trigger_weapon_strip that does something similar with weapons.
The problem is how to make it convincing without ruining immersion. Putting it on isn’t a problem because it’s a given that running over stuff will pick it up. Taking things off or putting things down is problematic for immersion because there is no established way to do that other than the Combine Confiscation Field, a GMan sequence, or an HECU knockout… obviously none of which we’re using.
how about having the player walk over to a guard like the ones in the training area of Opposing force after the weapons area, have it remove the mp5, and spawn it in the guards hands(if possible) then have the guard place it on a table behind him. that woudl take care of the weapon so the suit can be easier.
edit: think the firing range should have a pistol and some grenades instead of the mp5, would be more fitting, if do that jsut have the grenades spawn out of player reach after removal and replace the mp5 from above idea with the pistol :end edit
for the suit have the player enter a room with a holder for the suit, have it fade to black remove the suit and add one to the holder.
edit 2: I have an idea for firing range but I can’t show it(can’t draw or describe things well), so here is the basic, instead of giving the player a mp5 give them a pistol and grenades (its security personnel they do not have mp5s), split the firing range into 2 parts first part being a gun range where the player has to hit 10 targets at different ranges including one that is behind glass and one that requires shooting an explosive box. and add a grenade range where the player must throw the grenades through holes to hit the targets… I suck at telling my ideas.
I know what you mean. But I already started the shooting range. Yes I did split it into two parts with the first part being a basic Glock range, but for the second part I decided to continue with the MP5.
I shared much of the same concerns that you did, namely that the BMRF Security Force does not use the military-grade MP5, but I figured that gameplay overrules realism in this respect. The Hazard Course MUST function to teach new players that many weapons have distinct secondary roles, which is a gameplay feature that I’ve seen too many modern players easily overlook when they got down to play Black Mesa.
The MP5 works perfectly to fill that need, since it has a familiar primary fire, and also a very clear and distinct secondary fire that can be taught easily. It’s not as easy to get that message across with the frags, since the altfire is very similar to the primary attack.
I understand where you’re coming from, and I would have liked to add a grenade range, but I decided against splitting the course any further and adding even more shooting rooms, since thematically the Hazard Course is not a military combat skills course… it’s only meant to cover the basics.
This is the direction that I have decided on for now. It’s still early in the process, so if I change my mind I’ll let you know.
As for the weaponstrip part, I haven’t started that yet, so if me and the team ever figure that out, I’ll let you know about that too. I’ll keep your suggestion in mind.
can we get some screen shots of the new firing range and weapon area? or is it to early in work for that?
If I posted screenshots, you would be confused to hell. It’s way too early to show anything since all you’d be staring at would be some blank orange walls with flat fullbright lighting. So not yet.
here is something for the secondary role thing use the crossbow, there are areas where it implies that the guards use them (QE has some dead guards with them near them) and it fits the course… some HEV trained scientists work with the xen creatures so they need to know how to use it.
you remind me of ronster only you got better ideas
Bahaha! Ouch, be nice, Box
Gonna love it indeed.
Well that implies you can only use the secondary fire to activate the scope. With the MP5 you can see there’s a grenade launcher as a secondary.
Sorry…had a party last night and ended up with a hangover ghehe.
I’m planning on expanding the tram area to have room for an outtro as well, a security checkpoint, somewhere scientists can present a plaque or something, door back into the transit system, etc. I’m also thinking of making some additions to the character manifest.
Will there be Barney Calhoun? It make sence, and will not break canon. It can be even their first meeting (add some lines about beer and cats!).
Grrr, tried my hand at two different areas (one of the jumping parts and the hazardous path [before the silo filled with radioactive waste]), but it appears I am going nowhere or hitting a wall, at some point…
As usual I have a decent start to about low- to mid-way through, then I don’t know what to do next - it’s frustrating, I tell you.
Oh well, I’ll see what I can do…
Haven’t mapped for quite some time now, so I might be a bit on the slow-ish side here, hehe.[/SIZE]
If you’re gonna try, please make sure you don’t use a grid size of 2 for basic brushwork! I’ve seen enough Size-1 and Size-2 major brushwork to fear for humanity.
Use 64 for really basic ideas like rooms and walls and ceilings, and lower it as you need more detail.
Look, I’m sorry, okay?
Anyway, updated character manifest should be up, along with a zoo of the new faces. More to come, including security guards. Let me know if you need any specific numbers of a certain NPC made.
Hey that’s awesome! I always get annoyed when the randomizer gives me bloodied models.
Is there a way for the profile to give random faces other than bloodied/non-bloodied, and props? I need a good number of Security profiles that are not bloody, have vests and helmets, but otherwise have random faces.
Right after it released, I did an “entrance” area from a tram stop, through a small bit of HEV labs, and through a checkpoint to a lift. I just startred building the first room where, in the version I was doing, you see a little exhibit about how the HEV protects you. Then I saw this. So I think I’ll stop now.
Yes, I hate having to resize a 97 unit wide block to fit with a merge, then readjusting everything else to fit with it.
Ah wonderful. This won’t negatively affect Black Mesa’s vanilla stuff, will it (excluding the manifest itself)?
Could you post some screenshots?
Yeah, should be. You can have it select from a list of skins, I see no reason why the face flexors can’t be randomized in this way as well.
It might be easier just to make a set of 10 or so security guards for use in that map, though, since you have them all set to unique sequences et cetera. They will have to be renamed to something more descriptive for the manifest to use, but that can be done after the faces are made.
As long as the custom entry names in the manifest aren’t used outside the Hazard Course, it shouldn’t, no. The only thing I can think of would be us having to remerge the changes into the default manifest after Xen is released, but we’ll have to make a post-xen patch anyway as we’re going to be using custom choreo scenes. Rebuilding scenes.image with both the HC and the new Xen scenes and whatnot.
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.