Holy crap that’s hilarious. I’m going to have to add that one to the OP, though I don’t know how to do the Vmt. trick you’re referring to.
@ Grey Magnusson’s post (#81)
I appreciate the reasoning (it would be hilarious to see that in DM) but I’m pretty sure the coding to make it work would outweigh the actual payoff insofar as players making use of the feature.
Would love to see something like this in TF2 though. Spy + Enemy Satchel = Hilarious results.
The thing is, if the ability to pick up satchels back into the inventory is actually implemented, then there needs to be a failsafe in case you don’t have room in your inventory to put the satchels anyway. That same failsafe of “only get picked up as object instead of into inventory” could then be applied to all other players in DM. Heck, if it’s possible to make satchels work in DM so that one single player will only set off their own satchels and not everybody else’s then it should be possible to keep other people from taking your placed satchel into their inventory through the same series of checks.
It’s been some time since I’ve played H-L1, but I don’t recall how this addresses a problem in the original, unless of course you pick up another satchel immediately after dropping one, at which point I’d just as soon leave it behind.
yer but how many times in the whole game did you reali need to use a satchel charge . . . u dnt reali need to pick it up again . . . it would be fun at 1st . . . " looks into crystal ball to see severall youtube videos of ppl dropping then picking up satchall charges in bms"
will the secondary fire still place the other satchels, (if you have more than one) with out blowing up the first like in HL1
^ I’m pretty sure that’s a certainty.
sure, you’d just as likely leave it behind, but what happens when you DON’T? that’s part of what you have to think about as the one who programs it. You might end up with the “pick up satchel into inventory” script trying to shove it into the inventory, while the “don’t allow any more satchels to be picked up” check that occurs when you’re at full ammo to end up constantly trying and failing to place the satchel into your inventory and cause the whole game to lock up.
that’s worst case scenario though.
the primary reason for including this is for consistency within the game engine. you can pick up batteries, health, and grenades that have been thrown in HL2, so satchels should also be able to be picked up and moved even after you throw them out. The ability for the satchels to be taken back into the inventory when you have room for it is mostly for convenience, but again because when you have room for health, suit power, or ammo to be added and you are carrying the item that provides that, it is usually automatically added to your health, suit power or inventory in HL2.
Essentially, the only difference between how a satchel and a healthkit work is that placed satchels should not be able to be picked up into inventory simply by walking into them, even if you do have room in your inventory for them. That event should only occur if you are crrying them via the “use” button when your inventory has room to accept it.
Yes, I forgot to mention that. I’ll add that in.
I went with +attack always throws a satchel and +attack2 always detonates. The system HL1 uses is needlessly confusing.
It gets blown up with the next satchel charge you detonate.
IIRC though, I’m pretty sure a placed charge isn’t counted among the ones in your inventory.
Damn is that ever worst case scenario. hehe.
WOoot! I always hated that system too! If it hadn’t given me the option to detonate with primary fire, I might have realized from the very beginning that I could toss out MORE than just one satchel. Updating OP right now.
Nono, you’re misunderstanding what I mean. I’m saying what if some yutzpah thinks “hey, I want to carry more than the limit of 5 satchels, I’m going to try dropping one but don’t detonate it, pick up a new one to bring myself up to full satchel ammo, and then pick up the satchel I just dropped to carry it” at which point if you don’t write in the script that handles that, like what is already implemented for healthpacks in HL2, then you could end up getting that lockup as the “put in inventory” script conflicts with “don’t go above full ammo” part.
But wouldn’t the devs be testing each and every aspect of such things to make sure they don’t happen?
I say once you throw the satchel, you can use “use” to pick it up and move it around without it going into your inventory, and press “use” twice to put it back. Simple.
yes, of course, i was just pointing out that the same script that handles that could be modified to keep other enemies from ending up getting your satchel sucked into their inventory.
simple, yes, and a reasonable concession for if the “added to inventory idea” is too complicated. As i said though, it’s as much for consistency as anything else; any other ammo/battery/health in HL2 will automatically get sucked into your inventory if you aren’t full on it when you’re carrying it. It’d also be incredibly convenient for if you tossed them out accidentally.
Yeah, but think if you had to make just that slight adjustment in your placement. Always throwing it out may not result in it going exactly where you want it to be. Not that much of a game breaker, but good for those perfectionist trappers (Like Moi!)
How do you make it invisible? I always wanted to remove the match addon on the HL2 USP.
What happened if you placed a satchel next to a map load, and then crossed to the next map, and then on to the next map? I need to test that out when I get home…
I am very confused about the MP5 using the same ammo as the Glock. Was that in HL? I never noticed that.
That “Autofire” in HL 1 is actually what you can do in HL 2 by pressing the Fire button faster. For some reason they was unable to let the player pushing a fire button as fast as possible - or they didn’t want to do that.
A Burst fire mode can be found at some Assault-Rifles - usually it fires 3 rounds and then it stops. You have to fire again for the next 3 shots. It has been invented to increase accuracy while being able to shoot faster then with single shot.
The Fully Automatic mode fires all rounds from the Clip until you stop pushing the trigger.
In SMOD (the basic SMOD - not SMOD Tactical) they recoded the AlyxGun from HL 2. The secondary fire mode switches the firing mode from Single-shot to burst fire to fully automatic and back to single. Just in case you want to try it. Their Homepage is in some Asian Language - anyway you should be able to find the downloads… https://www11.tok2.com/home/smod/
SMOD may allows you to use all of it’s contents for your own mods but I know that is not what you want to do of course - I just mentioned it for demonstrating those fire-modes…
Only the Assault rifle fires Grenades there. While the MP5 is there to have a better gun for your 9mm rounds, the assault rifle ammo does more damage… That is why they added both guns.
No, it wasn’t in Half-life 2. But it was in Half-life 1.
meh, ninja’d cause i thought Coolm4n was saying he had played HL1 and not noticed it. If he has the game he could always just play back through it to confirm for himself.