Obsidian General.
Heckler Stev
Polygon
Posts: 22 Joined: Fri Dec 22, 2006 8:09 pm
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by Heckler Stev » Mon Jan 08, 2007 4:06 am
skidz wrote: Prototstar wrote: that would be sexy to throw it at the enemy and pierce through their torso.
Then you would have to make torso models for all npcs.
You could just make a decal for the blade for when it goes into something, and make it stick things to walls and shit. Or mabey use the crappy headspack on fp for head hack-offage.
Hell-met
Obsidian Gold
Posts: 2885 Joined: Tue Jun 27, 2006 4:09 am
Location: BIENVENUE DANS MON PAYS LE KEBEK
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by Hell-met » Mon Jan 08, 2007 4:42 am
Are you guys even considering all these "last-min" requests ?
Hyperjag3
npc_strider
Posts: 604 Joined: Mon May 29, 2006 8:54 am
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by Hyperjag3 » Mon Jan 08, 2007 5:03 am
I'm considering the actual last minute requests, adding new weapons, new npcs, etc. are NOT last minute.
Plizzard
Polygon
Posts: 33 Joined: Mon Jan 01, 2007 1:26 am
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by Plizzard » Mon Jan 08, 2007 5:13 am
Hyperjag3 wrote: I'm considering the actual last minute requests, adding new weapons, new npcs, etc. are NOT last minute.
Improve the Grapple. Example: Jump to go up (climb) crouch to go down (repel). Possible to also have it in your inventory upon re/spawning with a quick switch option. I would like to see this soon, even if it's not in 1.23
Hell-met
Obsidian Gold
Posts: 2885 Joined: Tue Jun 27, 2006 4:09 am
Location: BIENVENUE DANS MON PAYS LE KEBEK
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by Hell-met » Mon Jan 08, 2007 5:24 am
Hyperjag3 wrote: I'm considering the actual last minute requests, adding new weapons, new npcs, etc. are NOT last minute.
Yeah, I've made a bunch of hl2sp-ish suggestions and stuff, I guess no one reads older pages.
skidz
Obsidian Gold
Posts: 3228 Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
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by skidz » Mon Jan 08, 2007 8:04 pm
W0rf0x wrote: Add grenade launcher to secondary fire functions on scripted weapons
(like the one on the SMG1)
Done.
destu
npc_helicopter
Posts: 995 Joined: Mon Jul 10, 2006 7:17 pm
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by destu » Mon Jan 08, 2007 8:10 pm
Did you make the medic kit dropppable?
Shana
Lead Developer
Posts: 2971 Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
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by Shana » Mon Jan 08, 2007 8:27 pm
skidz wrote: W0rf0x wrote: Add grenade launcher to secondary fire functions on scripted weapons
(like the one on the SMG1)
Done.
A "damage per bullet" option would be nice
Power-Mad
Combine Rebel
Posts: 1219 Joined: Tue Jun 13, 2006 7:24 am
Location: Minnesota
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by Power-Mad » Mon Jan 08, 2007 10:04 pm
Is there a scripted egon gun yet?
skidz
Obsidian Gold
Posts: 3228 Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
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by skidz » Tue Jan 09, 2007 2:30 am
destu wrote: Did you make the medic kit dropppable?
I don't understand this, you mean weapon_medkit?
skidz
Obsidian Gold
Posts: 3228 Joined: Mon May 29, 2006 6:36 am
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by skidz » Tue Jan 09, 2007 2:32 am
W0rf0x wrote: skidz wrote: W0rf0x wrote: Add grenade launcher to secondary fire functions on scripted weapons
(like the one on the SMG1)
Done.
A "damage per bullet" option would be nice
This wont make it in this version. I have to add a new option to the scripts so you can add your own ammo types.
Tono-Tako
npc_combinegunship
Posts: 785 Joined: Tue May 30, 2006 10:28 pm
Location: Half-LIfe series Fan
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by Tono-Tako » Tue Jan 09, 2007 2:44 am
make a in-game voting menu
Hell-met
Obsidian Gold
Posts: 2885 Joined: Tue Jun 27, 2006 4:09 am
Location: BIENVENUE DANS MON PAYS LE KEBEK
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by Hell-met » Tue Jan 09, 2007 2:45 am
skidz wrote: destu wrote: Did you make the medic kit dropppable?
I don't understand this, you mean weapon_medkit?
yessssssssssss, the player one.
skidz
Obsidian Gold
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by skidz » Tue Jan 09, 2007 3:03 am
hmmm, We never removed dropping medkits.
Hell-met
Obsidian Gold
Posts: 2885 Joined: Tue Jun 27, 2006 4:09 am
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by Hell-met » Tue Jan 09, 2007 3:21 am
skidz wrote: hmmm, We never removed dropping medkits.
:brick:
Dropping the weapon ITSELF, not the secondary fire !