Skulks Clinging To Walls

SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">just a thought</div> I was wondering why an animation wasnt added for when skulks cling to walls. You would think that a skulk clinging to a cieling would be upside down, and a skulk clinging to a wall would be sideways. Nope, they just seem to "attach" to it. I also thought that it might be cooler if the view changed when you are attached to walls. Similar to the Aliens in Alien vs. Predator. I think it would add a new level of creepyness to the game seeing skulks hanging from cielings and attached sideways to walls.

Here is another idea. Make it so lerks can only attach to cielings. When they do their view is upside down....that would be awsome. Great way to scout for incoming marine attacks, would be easier to attack marines in hives like Viaduct, Power Silo, Waste Handling, etc... I dunno, wut you think?

Comments

  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    I like the idea, but its Half-life. Which basically means it aint gonna happen cap'n.



    /me waits for forum nazis to come and punish you for not posting in suggestion forum.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    I'm pretty sure that they did try making the view rotate with the walls, but it was making the playtesters sick so they took it out. I don't know about the model though.
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    edited February 2003
    Yeah it wouldnt be too good to have in a fight, i mean imagine jumping around like the good skulk you are and just taping the wall for a second and having your view change then quickly change back.
  • teh_Lurvteh_Lurv Join Date: 2003-02-04 Member: 13105Members
    edited February 2003
    My guess is that the skulk model doesn't change orientations when on walls/ceilings probably because the NS team never it as a worth of extra game code. The fact that skulks stay right-side up on walls and ceilings has always bugged me though. It's not a big deal, though it is definately odd to see. I hope that the NS team can take some time to fix this in 1.1.

    I am not too keen on the upside-down view from ceilings. It would be realistic, but dropping down from a ceiling and having your view flip over would be rather disorienting, especially when trying to hit marines, making ceiling attacks harder than they should be.

    I remember when I first started playing NS I was dissapointed that fades couldn't crawl on walls/ceilings. I was imagining fades bouncing from wall to wall like the Xenomorphs in Aliens. Then I realized after reading up on Fades that they are meant for more for toe-to-toe combat and the wall climb doesn't fit their theme.

    I think wall climb for lerks is a good idea. It would give the lerk some more possibilities at tier 1 ( a lerk on a ceiling sniping passing marines with spikes or bite.)
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    changing the model to fit the surface the skulk is on...yes, good idea...
    doing the same for the player model would make me sick too..if i had experienced it.

    this wont be fixed soon, as this isnt really neccesary to fix...i propose a fix in V2.0, when all the really cool new stuff is released...
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Rotating a model based on the facing of the wall is not somthing the HL engine is designed to do... however, flay is currently hard at work hax0ring the HL engine to do even more things it shouldn't do, so if he has a breakthrough and you see it in 2.0, don't be suprised.

    I think expecting it in 1.1 is wishful thinking, though.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    make the model turn but not the head ^^ say something about aliens having head orientation fluids that can reprocess the image and put it back normally in the right way or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I mean we are humans, they are skulks. they cling to walls, we dont.. They are used to it (we are not) so they obviously can handle it very well... gameplay>realism so to handle better a skulk, make it adapt to our own orientation system.

    Or say they have really powerful necks and can do 180? rotations or something and is always horizontal.

    And now, why do we sometimes confuse left and right, but never up and down? cuz we're used to being right side up! Blah im rambling on so if you're still reading skulks are used to it and I don't know what Im saying but make the model change but not the view blah blah blah.
  • MaTTMaTT Join Date: 2002-11-01 Member: 3033Members
    <!--QuoteBegin--||SemperFi||+Feb 20 2003, 07:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (||SemperFi|| @ Feb 20 2003, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah it wouldnt be too good to have in a fight, i mean imagine jumping around like the good skulk you are and just taping the wall for a second and having your view change then quickly change back. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Coded right the game wouldnt do that to you... In AvP when you played as an alien you could climb the walls as has been described above but you had to hold the duck key to do it. So you could jump around like an alien in heat whilst slashing marines to pieces and then hold duck to make a dash up a wall or in a vent.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    "fishbowl view" like in AVP1 (try: "default_fov 120" in the RR on own server) was taken out because it just runs in openGL mode.
    its now locked so even Voogru cant enable it or sent a message to clients changing the fov (its blocked). <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--Cereal_KillR+Feb 20 2003, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Feb 20 2003, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> say something about aliens having head orientation fluids that can reprocess the image and put it back normally in the right way or something <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i think having the alien's eyes do that so as not to disorientate the skulk (and the player of course) was a pretty good theory someone came up with...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Sobe: if you have suggestions, post them in the suggestions forum.

    This particular one has been beaten to death. The short version: orienting the skulk to the walls was neither vital nor conducive to a timely 1.0 release, and was omitted. The skulk model will orient to walls when and if Flayra can code it in.
This discussion has been closed.