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Re: IDeas for things

Posted: Thu Dec 01, 2011 6:37 am
by warbrand2
do to time difference not editing my last post.
(If any one has any feedback good or bad please post by the way, I feel like I am posting to a wall...)

Co-op weapons suggestions

the following 2 items are meant to make players work cooperatively on maps (in combo with triggers which I have no clue about that sort of thing)

flashlight (weapon)
info: this weapon is used to provide light for other player. it is useless on normal maps. this weapon is meant for maps with flashlights disabled forcing the players to work together and cover one or 2 players taht are using flashlights to spot enemys
advantages:
1.supports team work on dark maps
2. horror maps are scarier when only one guy has a flashlight(one to many zombie games)
problems:
1.would only be useful on dark maps
2. no attack


laser guide(activated like shield or cloak)
info: adds a laser beam like that of the combine sniper rifle to any weapon.
reason for: can tell who is shooting what, even if the ammo spawn is fast its annoying to waist ammo


Another idea

Rebel molotov(weapon/npc weapon)
info: this weapon deals slight damage and lights anything prop or npc it hits on fire. its main use is to block an area.
ammo max: 4 molotovs
pros:
1. lasts [x] time after throwing allowing you to take out enemies after it "explodes"
2. can be used to break barricades or things blocking player progression
cons:
1. very easy to grief with

NPC version
info: is thrown by npc rebels at random, dealing medium damage and lighting things on fire. unlike the player version it dies not leave a "pool" of fire.(more or less a rebel grenade that explodes on contact)
reason for: give rebels a fighting chance in some battle as combine have grenades why don't rebels.

Re: IDeas for things

Posted: Thu Dec 01, 2011 1:49 pm
by z33ky
The main problem with these is, that we don't have (at least I think we don't) the amount of developers to take care of all these.
We have to select the few ideas that could prove very useful and try to push out an update already. Having a buttload of weapons would also confuse new players I presume. Instead we'll probably try and flesh out the weapon-script system to allow for more flexibility.

There were plans to integrate Lua for the weapons, I'm not sure where this idea has gone to though.

Re: IDeas for things

Posted: Thu Dec 01, 2011 3:44 pm
by warbrand2
k.

I think I am going t o stop with the idea posts for a while. mostly because I think I have posted to many to fast.

Re: IDeas for things

Posted: Fri Dec 02, 2011 1:06 am
by DisConnected
You really aren't thinking these ideas out are you? There's some major issues with a lot of them. Especially the flashlight.

Re: IDeas for things

Posted: Fri Dec 02, 2011 1:23 am
by Gary
DisConnected wrote:You really aren't thinking these ideas out are you? There's some major issues with a lot of them. Especially the flashlight.
I kinda like the flashlight idea... Maybe because I thought of it at one time...

It would be pretty easy to do with Hammer scripting.

Re: IDeas for things

Posted: Fri Dec 02, 2011 4:51 am
by warbrand2
problem is he is right I didn't think about that one just posted it.

Re: IDeas for things

Posted: Fri Dec 16, 2011 8:45 am
by raidensnake
well there is something some people have been asking me recently that apparently has been done in HL source (but I have yet to see it myself) is enabling lipsync for player models using voice chat. If it were possible it would be awesome to test out. Only think is I dunno if it would work though it would be a pain in the ass to code.

Re: IDeas for things

Posted: Fri Dec 16, 2011 2:49 pm
by MaestraFĂ©nix
raidensnake wrote:well there is something some people have been asking me recently that apparently has been done in HL source (but I have yet to see it myself) is enabling lipsync for player models using voice chat. If it were possible it would be awesome to test out. Only think is I dunno if it would work though it would be a pain in the ass to code.
In HL:S?! Lol, if you found where is it, call me.

I think that is possible, but it will force to make a determinate faceposing of all the models for the vocals and such, also, you will have to "tell" to the game the words in order to convert it, highly difficult (i think).

Re: IDeas for things

Posted: Sun Dec 18, 2011 12:42 am
by warbrand2
it could be simple, just have the mouth of the player model move at random when the person has there mic active. movement might not fit the speech but it would mimic talking. though I see no reason for something like this as it has no use.

Re: IDeas for things

Posted: Sun Dec 18, 2011 10:55 am
by MaestraFĂ©nix
warbrand2 wrote:it could be simple, just have the mouth of the player model move at random when the person has there mic active. movement might not fit the speech but it would mimic talking. though I see no reason for something like this as it has no use.
Yes, that could work. Like in HL where the engine "detected" the dialogues and move more or less the mouth of the characters.

Re: IDeas for things

Posted: Sun Dec 18, 2011 11:23 pm
by warbrand2
I have some more ideas.
idea 1
I know some players might not like the following idea but I am going to post it any way. I think it would bee a good idea for RP and rebel based maps to have a code that forces the players to a random standard rebel player model. (would need to revert the model back after the map is over.) (no idea where this idea came from by the way.)


idea 2
"armor tiers"
armor tiers are different "types" of armor for the players the armor tier is set by the mapper there are 4 main tiers.

tier one: standard
health max: 100
armor max: 100
HUD: standard

tier two: rebel
health max: 40
armor max: 40
HUD: missing most of the HUD elements can't see ammo, where aiming(must iron sight to see where aiming), can't see armor. only thing that stays on the HUD is the health display and that displays a present not the actual health
use: hard difficulty for lives maps

tier three: combine
health max: 100
armor max: 25
HUD: same as normal only has a blueish tent around the sides, is also missing the aiming redical
use: med difficulty for lives maps more of a solder setup

tier four: RP maps
health max: 100
armor max: 000
HUD: missing every thing but aiming redical
use: RP maps you don't need to know your health or armor

Re: IDeas for things

Posted: Sun Dec 18, 2011 11:44 pm
by Andrax17
warbrand2 wrote: tier four: RP maps
health max: 100
armor max: 000
HUD: missing every thing but aiming redical
use: RP maps you don't need to know your health or armor
only problem with the use is that every RP map in OC has hazards, so its good to know your health,
paysan&harvest has antlions/combines.
umizuri has random enemies
diving has water and sharks

Re: IDeas for things

Posted: Mon Dec 19, 2011 4:45 am
by raidensnake
I have another idea. Kinect Animation Support. like movement using kinect.

Re: IDeas for things

Posted: Mon Dec 19, 2011 5:20 am
by TESLA-X4
raidensnake wrote:I have another idea. Kinect Animation Support. like movement using kinect.
Oh god D:

Re: IDeas for things

Posted: Mon Dec 19, 2011 7:06 am
by LivingWithGames
TESLA-X4 wrote:
raidensnake wrote:I have another idea. Kinect Animation Support. like movement using kinect.
Oh god D:
Same thought.

Also that exists for Gmod by the way,some of you may have watched the video.