[who]them
Mayhem
Join Date: 2002-11-28 Member: 10128Members
<div class="IPBDescription">Just an idea</div> I haven't tried the lerk carrier script out. I will be adding it to my server when I get it up and running. I did have an idea for you if you're interested. I would do it myself if I was capable. I really know nothing about metamod coding.
The idea:
Allow skulks to grab onto marines. Great for shutting down jp/hmg rushes. I figure you could rotate the skulk so he's in the same position in relation to the starting point of view. So the skulk would always stay on his back. One thing that would have to be added is marines being able to "shake" them off. Something like if a marine looks 90 degrees one way and then 90 the other. It would eject the skulk like 10 feet or so much like admin_slap. This would give marines a chance to shake and shoot after the skulk gets a bite in. 90 degrees may be a little much but thats the general idea I had. Also being able to detect attached skulks would be nice. Slowing the marine down for each skulk attached might work, or maybe just slow him down a certain amount regardless of how many skulks he has. Also you may wanna account for getting into the commander chair or going to the ready room. I know this would be on my server if it was available. I'm not sure how difficult this is in metamod. I know it'd a bit more complex than the lerk carrier. And perhaps hullu or some of the other coders out there are interested in help make this script?
The idea:
Allow skulks to grab onto marines. Great for shutting down jp/hmg rushes. I figure you could rotate the skulk so he's in the same position in relation to the starting point of view. So the skulk would always stay on his back. One thing that would have to be added is marines being able to "shake" them off. Something like if a marine looks 90 degrees one way and then 90 the other. It would eject the skulk like 10 feet or so much like admin_slap. This would give marines a chance to shake and shoot after the skulk gets a bite in. 90 degrees may be a little much but thats the general idea I had. Also being able to detect attached skulks would be nice. Slowing the marine down for each skulk attached might work, or maybe just slow him down a certain amount regardless of how many skulks he has. Also you may wanna account for getting into the commander chair or going to the ready room. I know this would be on my server if it was available. I'm not sure how difficult this is in metamod. I know it'd a bit more complex than the lerk carrier. And perhaps hullu or some of the other coders out there are interested in help make this script?
Comments
yeah, collision with walls would be the hardest part to make work efficiently
if I could ignore collision I could prolly get this done in like under 2 hours, but that's not the case :/
this would be fun.
skulk walks up to any player and presses the use key to attach themselves.
if the skulk presses use again he'll get dropped.
if the player the skulk is attached to twitches around fast enough it will throw the skulk off his body.
EDIT: patched up a little invincibility booboo
OnosLift coming soon! hehe jk
Congrats and keep up the excellent work.. I'm very impressed
Might I possibly suggest giving Fades the ability to "grab on to" other aliens (like Gorgs and Skulks) and Blink around with them like lerk lift. It would be great if the Fade Blinked away and left a temporary sprite that looked like a fade to confuse enemies.
Or possibly even making the Skulk parasite, under certain conditions, let the Skulk take temporary controll of the marine.
Possibly even let the Gorgs build on walls or Onos (imagine an Onos with an O-chamber on its back!)
I always liked the idea of letting Lerks cling on to flat, level celings. And the view could adjust so that he could only look down and limit the view radius.
But then the Marnies would probably feel a little left out...
So you could let them attach mines to aliens like C-4 in Metal Gear Solid, or just turn the trip beam on the mine to an actual lazer that damages things that touch it.
That's good for now, I'll think of more later.
skulk walks up to any player and presses the use key to attach themselves.
if the skulk presses use again he'll get dropped.
if the player the skulk is attached to twitches around fast enough it will throw the skulk off his body. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Great, now we can use the onos as an APC!!
skulk walks up to any player and presses the use key to attach themselves.
if the skulk presses use again he'll get dropped.
if the player the skulk is attached to twitches around fast enough it will throw the skulk off his body. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Great, now we can use the onos as an APC!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ROFL
Good idea tho, think about it, 6 skulks on an onos as human shield or just drop em off in marines base.
have them suicide while still attactced to the onos while he completely trashes the marine base.
But the APC tatic would work too....provided they aren't using tourny mode and charge <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Good idea tho, think about it, 6 skulks on an onos as human shield or just drop em off in marines base. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Or a new tactic..
XenoNuke
so for now, stuff that's attached can't take damage, I'll be trying to address this in the near future, but for now it's a *feature*....
story reasons for the invincibility:
-skulks don't get hurt when attached to marines because the nanobullets have already destabilized
-they don't get hurt when attached to other aliens because of a shared bacterium health or something like that.....yeah...that's the ticket...
Good idea tho, think about it, 6 skulks on an onos as human shield or just drop em off in marines base. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Or a new tactic..
XenoNuke <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
MUHAHAHAHAH~
so for now, stuff that's attached can't take damage, I'll be trying to address this in the near future, but for now it's a *feature*....
story reasons for the invincibility:
-skulks don't get hurt when attached to marines because the nanobullets have already destabilized
-they don't get hurt when attached to other aliens because of a shared bacterium health or something like that.....yeah...that's the ticket... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Try SOLID_TRIGGER.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->