I haven’t run into a lot of limitations when working with the NPCs in BMS. Most of the behavior mentioned in this thread is already implemented in the SDK or easily implemented. Most of the work is on the animation side of things.
but they can jump over/at the object.
Personally, I think the houndeye’s AoE attack should be a full sphere effect, like an arcane explosion (world of warcraft reference), so that they can hurt Gordon even while he is standing above ground level, like on a box.
I disagree somewhat on the bullsquid idea though, because all enemies have a ranged attack to get at you, like grenades, being able to jump, throw things, or in the bullsquids case, they can spit acid. Im not against it, but Im also not going to deny that its unnecessary for reasons explained.
It is. Watch the trailer.
I remember seeing this in Episode 2. I was all smug standing on a walkway killing some zombies. ‘The fools, look at them hopelessly hit that pillar… oh shit, wait, don’t do that!’
Gave me a surprise anyway
phew Finally found some1 who Plays wow here
on Topic : its great Idea and looking to see it in Game
Personally I think the Houndeyes should be able to cast Death Coil and Plague Strike, but then again talking about WoW on a Half-Life oriented forum isn’t the best idea if you prefer your buttocks non-charred.
fix’d :retard:
Holy crap, I never even noticed the Houndeye attack effect in the trailer. That is simply awesome, it looks like a real shockwave.
How could you say its awesome if you don’t even notice it before. Its a clear contradiction
But not really.
I was talking mainly about Half-Life 1.
It’s so awesome because he didn’t see it as an effect. It was so well done he just accepted it as reality and kept watching in awe
Oh, if it’s said that way, its okay.
I could let houndeyes live ten seconds more just to see them smashing all props around
What? Is that the houndeye shockwave effect that will be included in the game? I thought that was an effect added in the editing. That. :fffuuu: Is. :fffuuu: Awesome. :fffuuu:
One thing I thought I saw in the trailer originally that gave me an instant boner when I first saw it, and then later was disappointed to find out wasn’t there, were bits of paper being flung up and fluttering around in the air after that houndeye attack. I thought it’d be awesome if there were a way to make floor surfaces have ‘flags’ or something on them (much the same way a surface is marked as metal, wood, concrete, etc.) that determines what effect is kicked up when a houndeye attacks on it. I say floor surfaces, because it’d get a bit too intense if every surface had this effect on it.
I think bits of paper and stuff should be present to show that effect. Without it, it would just look odd. The effect will be super, especially when there will be table, bricks or explosive barrels around it. :retard:
…Yeah. Hence why I said there needs to be a way to tag certain zones as ‘houndeye debris’ of something.
I don’t think this is necessarily true, as the framerate on the trailer was quite a bit faster than what we’ll see in game. Hell, I didn’t even notice the particle effects the team had for the sonic attack until repeat viewings of the trailer, so I think it will be fine once you’re actually playing the game.
Now that I’m in the thread, I feel my next question has some merit in being in this particular one.
Will knocking over a prop give away your position to the enemies in the game, or perhaps make them even go from an “idle” mode to an “alerted” mode?
I never took the time to notice in H-L2 if doing so actually did such, so I’m not sure if that’s already coded into the A.I. or not.
If not no big deal, I just think it would be a great effect in some of the lonelier corridors in the BMRF.
It depends the prop your knocking (heavy or breakable) and the distance with the nearest ennemi (and what kind of ennemi). Could be fun and strategic as well or just simply immersive