Fix The Cam For The Aliens

VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
Even though it appears that a enemy can't see you from around the corner, outside the vent etc they can even when you are pretty far back.

Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Viewpoint is near center of rotation. From a suggestion just like this in the I&S forum, it seems that the HL engine doesn't allow for an elegant fix to this problem, so the best option is just to stay back a bit.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Yep, you have no idea how annoying this is, hanging about 2 or 3 metres at least back in the vent where you cant see anything, yet you gt pistoled from nowhere. GG HL
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    You just gotta learn to deal with it, like alot of the times you stick out from ambush spots, but if you lie flat they dont see you.

    blah blah blah its just practise.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    By that standard, everything is just practice. Can't take down a whole team of upgraded marines as a lone skulk? You just need to practice more.

    Practice or no, some things are just stupid in the first place. Skulks sticking out way beyond their viewpoint is one of those.

    Oddly, rather than changing the viewpoint, one of the ways this could be fixed is by altering the "teeth" display to show an extended view of the throat. Show the skulks view from where its eyes really are, about the centre of its body.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    <!--QuoteBegin-Kwil+Aug 31 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Aug 31 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can't take down a whole team of upgraded marines as a lone skulk? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I cant?
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    G, your so modest

    *blushes*
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    lol :p We love you G.



    Anyways how about this: wall and ceiling

    marines ae going to have a hard time if they walk arround starring up at the ceiling the whole time and is really really fun to wait till one is right below you, press SHIFT and bite his head off. He'll never know theres a skulk right about to land on him, no sound when you release.

    PS: mapmakes need to make ceilings more skulk accessible and hidden behind masked textures.
  • NessNess Join Date: 2002-12-17 Member: 10935Members, Reinforced - Onos
    edited August 2004
    Yes, I mention in my thread that while I wish maps took ambushing into account more, beyond the usual formula of a space above a door/vent everyone knows to check, it probably won't happen. It would probably just be too much work, when I rarely see anyone even bothering to ambush these days.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I like to include plants in my map. Then you can have skulks hiding in the bushes or hidden in the smoky mist on the ceiling.
  • VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
    Hiding above a door is useless the best thing for a skulk to do is get sent and leap around corners bite and leap back to repeat if nessary.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    I'll agree to all of this. Don't blame NS though, blame HL.

    I do wish there were more original ambushing spots in the maps, but who knows, maybe there are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    When I think of original ambush spot, I think of the rt in messhall on nancy with that mesh screen thing above it that you can drop through. I'd love to see some more screens and such that make it hard to see through but you can still walk through, because smoke effects - while they look great - just don't provide adequate cover most of the time.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Pretty sure they already adjusted this to as best as possible in one of the previous versions. I'm sure if they messed with it a bit longer they could probably make it a wee bit better, but they way it is now is 100 times better than it used to be. For now all you can really do is try to adjust your position to take into account for this problem.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Maybe there should be a 'scrunch up' button which pulls the cute little claw-legs really close to the body, like a little skulkball, hiding in the corner, ready to explode... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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