well, I’ll assume that this is a case where english isn’t your first language so we’ll break this apart for easier understanding:
so the MP5 uses the same ammo, hence sharing the same reserve ammo, as the glock, just like how it was in HL1
this means that two possibilities are being considered or compared and the possibility that has already been mentioned is true, and the part after this is not true
The Submachine gun was HL2’s equivalent of the MP5, but unlike the MP5, the submachine gun had it’s own ammo, and did not share the reserve ammo with the Pistol (HL2’s equivalent to the Glock)
Hell, I just can’t believe it didn’t cross my mind to suggest that before.I think I had merely assumed that since Medkits and batteries could be picked up as actual objects in HL2, that satchels would be given the same treatment.
Then I considered that if you set a satchel by accident, it would be nice if you could simply pick it back up into your inventory so that you don’t have to choose between blowing it up and losing it or carrying it around manually to wherever you did want to use it. If all you had wanted to do was change where you tossed it to, you could just toss it out again from your inventory to where you want it to be placed.
Of course, if the option is to put it back into your inventory, it should ONLY be if you click the “use” button on it, and not simply by picking it up just by walking over it as if it was a standard ammo drop. Otherwise you’d have players automatically putting satchels back into their inventory even as they throw them.
One thing the devs should be careful about is making sure it works properly in BM M, or you could end up with someone dropping a Satchel, but then a different player is able to pick it up into their own inventory, leaving the player who set it unable to set it off.
This I could see as being valid, though it should probably only be doable if they’ve already picked up a satchel before, even if they don’t have any in their inventory currently. Then you could go by the claim that they still have the detonator that sets them off from one of the previous satchels they’ve picked up. Otherwise if they picked up a satchel that was tossed out by someone else, it shouldn’t include the detonator with it, because the person that tossed the satchel out would still be holding it, so they wouldn’t be able to use it.
I agree, hilarious, BUT if they pick up an enemy’s satchel, and either have or pick up a satchel of their own, and then toss out a satchel, how would it be decided whether they tossed out their own satchel or the enemy’s satchel? Because one one hand, you toss out a satchel you can actually use, but you’re still in danger of being blown up, but on the other hand you could toss out the satchel that is in danger of blowing you up, but then not be able to use the satchel you just tossed out.
What might be possible is a combination of those two ideas:
If you already have picked up a satchel, then you can pick up and disarm a satchel that has been set out by the enemy.
If you HAVEN’T already picked up a satchel of your own, then when you pick up the enemy’s satchel, it’ll still be armed and if they set it off it’ll blow you up BUT if you then pick up a satchel of your own from somewhere else, you will then be able to disarm the enemy’s satchel that you’ve already picked up and so both of them will be safe for you to carry and able to be detonated by you after you place them.
It might be difficult to code this, but it would certainly bring an entirely new element to using the satchels, both in the single player campaign and the Deathmatch.
Team deathmatch. One guy plants an entire ammo load of armed satchels. Team mate picks them all up. Send him running at the enemy team with the original guy watching from a safe detonation distance: suicide bomber of death and mayhem.
But seriously, this is all far too complicated. Massive creature feep, of no use in single player, and would rarely come up in multi-player, not enough to make it worth the effort. I think about the potential bugs with this wacky implementation, and how much of a ball-ache testing it all would be, and I wince.
actually it wouldn’t be that hard provided your set your variables properly
in the same section where player health and ammo is covered just add 2 variables
“player_canhasatchel” (defaults to 0) and “player_jihad” (defaults to 0)
Anytime a satchel(AMMO) is picked up by the player, “player_canhasatchel” is set to 1 and “player_jihad” is set to 0(or null).
Anytime a satchel(Placed/Armed) is picked up by the player, it runs a script to see what “player_canhasatchel” is set to. If 0, then “player_jihad” is set to point to the player that set that satchel, using the same variable that allows satchels to only be set off by the player whom they were set by, otherwise “player_jihad” remains unchanged from its default value of 0.
Admittedly, that last part assumes and hinges on the idea that satchels have some variable in their script by which they identify their player who placed them, because otherwise you would think that any satchel tossed out by anyone could be activated by anyone else who also had a satchel and detonator.
If there isn’t a variable to keep track of that AND placed satchels CAN be set all be set off by anyone with a detonator, regardless of who set them, then “Player_jihad” would only need to be set to 1, so that the script could then check for ANYONE hitting a detonator.
Of course, it could be that Satchels are hardcoded into the game in some fashion, and don’t use scripts for detonating, in which case the whole idea is scrap, but that seems like something that a script would be specifically designed to handle and thus could be adapted and added to the player as I suggested.
Just a little reminder to make sure you guys don’t forget these when you keep working on BlackMesa
AFAIK only the GLOCK 18 or the 18C has a fully automatic fire mode. But there is no GLOCK with Burst-fire.So I think that the Counter-Strike GLOCK with Burst-Fire is not real and it is only a Gameplay Balance thing.
Another Note: The Primary fire could not break certain props, while the secondary fire could.
I’m not sure which mod had it, but: I know there is one where you have an Additional Key for Cooking Nades. Might be an alternative and it is safer for the player
In Svencoop 4 you currently have both: the MP 5 (without a Grenade Launcher) and the M4A1 with the M203. Both using different types of Bullets there. The grenade launcher uses secondary fire-mode but 1st push only reloads the launcher and the second push will fire it - this makes it more realistic.
Good - as the real SPAS-12 has 8 Shots and not 6.
S.L.A.M.S. in HL2DM only had that ability because the Satchels where gone. Adding it here would give you a second type of Satchel…
Just some things that I was thinking about when I was reading this.
I always thought a burst fire to be a b-b-b-b-bang type thing, whereas the autofire on the glock in HL1 was more of a bang-bang-bang-bang. Rather than actually being autofire built into the gun itself, it just meant you had a button you could hold down to tell gordon to fire repeatedly at a decent pace without having to kill your finger firing every shot manually.
that’s a seriously good point and I’ve got no idea why I didn’t think to mention it. I suppose it really wouldn’t affect gameplay that much though, as long as secondary fire was still at least able to break props.
The reload button doesn’t do anything when you’re using a grenade, so you could always make it function for that purpose when you’re using the grenade, but it really doesn’t seem that necessary; just don’t hold when you click if you don’t want to cook it.
Seems excessive to have 2 machinegun+grenade launcher weapons that only fire different bullets cluttering up your inventory. That always bugged me while I was playing the Sweet HL mod too. I’m content with the glock and MP5 sharing ammo.
While more realistic, this would get damn annoying, and was present in neither HL1 or HL2.
It would mean that only the person that threw(armed) it could pick it up, anyone moving it by picking it up would get a WTF BOOOOOOOOOOOOOOOOOOOOOOOOOOOM sound and die.
I would really hope the person who armed it would have sense enough to detonate it before someone else would attempt to pick it up. Much as I love proximity type weapons, it really isn’t necessary to change the satchel into that.
that’s just the thing though, it wouldn’t be proximity, it would only be if they specifically clicked the use button on it, as if for some inane reason the feel like setting off the enemy satchel on their OWN time schedule as some odd act of defiance.
There’s no reason for anyone but the original person who set the satchel to pick it up under those circumstances, which brings it back to what my absolutely initial thought for the satchels had been: only allow person who sets the satchel to pick it up, and make sure coding doesn’t allow anyone else to pick it up.
then Right4dead came up with teh amusing idea of blowing enemies up who picked it up, so i slapped together a quick logical method under which that could possibly work, even if it ultimately doesn’t get implemented.
Eh, I really don’t see the point of an addition of a weapon that only works on n00bs. I’m sure someone with the IQ of George W. would be avoiding those after the first attempt. Just like a pretzel.
When someone clicks the use button on a satchel they place, it will automatically be added back into their inventory. This is provided they still have room for it in their inventory and haven’t filled up their max satchels by picking up another after placing one down
When anyone ELSE picks up that satchel, OR if the original setter of the satchel no longer has room to take the satchel back into their inventory, it will instead work as a regular physics object. This will allow the Satchel to be moved around by anyone, both by the original setter and enemies, but it won’t screw up anyone’s inventory and still will only be set off by the original setter of that satchel hitting the detonator.
This will also generally not affect the single player mode in any manner other than to allow the player to reclaim accidentally tossed or misplaced satchels(convenience factor = nice), and could allow for some hilariously embarrassing DM kills, when someone manages to move an enemy’s satchel without them noticing, so that when they hit the detonator, they blow themselves or one of their teammates up.
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.