[who]them

MayhemMayhem 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?

Comments

  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    lol, I just might do that one. Doubtful but possible. Definetly doable tho.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Ah yes. I'm going to turn this into a let's pester [who]them with plugin ideas. I was wondering if you could think of any way to force clients to use custom models on certain days? Would this have an bad side effects?
  • Tcquest78Tcquest78 Join Date: 2002-12-17 Member: 10949Members
    Hahahahahaha, that'd be so great ;D. Imagine attaching yourself to an JPHMG marine and flying around with him, hoping he won't notice. But what would happen in vertical vents that are really small(and only allow one person through)? I'd imagine the skulk would be pushed off him...
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    How much $$ is it gonna take <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    <!--QuoteBegin--Tcquest78+Mar 2 2003, 01:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tcquest78 @ Mar 2 2003, 01:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hahahahahaha, that'd be so great ;D. Imagine attaching yourself to an JPHMG marine and flying around with him, hoping he won't notice. But what would happen in vertical vents that are really small(and only allow one person through)? I'd imagine the skulk would be pushed off him... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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 :/
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    Sweet what a cool idea.
  • SimulationSimulation Join Date: 2002-11-01 Member: 3603Members
    heheh you watched too much horror movies <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    this would be fun.
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    bah, I'm convinced, I'll prolly start on it later today. But I'll probably abstract it a little bit and let a skulk do this to any player regardless of species/class
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    I really think this has a chance to be added for upcoming releases.... probably not 1.1, since its mostly done I think? In any case I'm looking foward to seeing your progress... Does this also mean that lerks can carry gorges/skulks that cling to it? Just make sure they can't cling onto grenades or bullets <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    edited March 2003
    and here we go, me and Mayhem have put this through a bit of testing and it seemed to work pretty well.

    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
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    Another great job by them.

    OnosLift coming soon! hehe jk

    Congrats and keep up the excellent work.. I'm very impressed
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    Sounds like another great addition to the NS community.

    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.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--[WHO]Them+Mar 3 2003, 06:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([WHO]Them @ Mar 3 2003, 06:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and here we go, me and Mayhem have put this through a bit of testing and it seemed to work pretty well.

    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!!
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    edited March 2003
    <!--QuoteBegin--Align+Mar 3 2003, 10:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Mar 3 2003, 10:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[WHO]Them+Mar 3 2003, 06:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([WHO]Them @ Mar 3 2003, 06:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and here we go, me and Mayhem have put this through a bit of testing and it seemed to work pretty well.

    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.
  • cracker_jackmaccracker_jackmac Join Date: 2002-11-04 Member: 6891Members, Constellation, Reinforced - Shadow
    actually, you can use the skulks as extra armor. 70/30 for each skulk right?

    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-->
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    Well its not just armor... they can bite anything that comes close to the onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    <!--QuoteBegin--XILLER+Mar 3 2003, 08:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XILLER @ Mar 3 2003, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ROFL
    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
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    actually the human shield kind of thing won't quite work until I find a better way to let players move around when someone is attached in this fashion without changing the attachee to SOLID_NOT (which also has the undesired side effect of making them invincible). But it doesn't make them into an impenatrable shield either.

    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...
  • cracker_jackmaccracker_jackmac Join Date: 2002-11-04 Member: 6891Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Spyder Monkey+Mar 3 2003, 01:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spyder Monkey @ Mar 3 2003, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--XILLER+Mar 3 2003, 08:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XILLER @ Mar 3 2003, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ROFL
    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~
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited March 2003
    <!--QuoteBegin--[WHO]Them+Mar 3 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([WHO]Them @ Mar 3 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually the human shield kind of thing won't quite work until I find a better way to let players move around when someone is attached in this fashion without changing the attachee to SOLID_NOT (which also has the undesired side effect of making them invincible). But it doesn't make them into an impenatrable shield either.

    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-->
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    yeah, tried that, didnt work, blocked the attachee and made the skulk invincible, mebbe i need to find a way to alter the attachee
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    I don't exactly know how they did it, but in CS 1.6 beta, the Riot Shield is a part of you that can be "hit" and block/intercept damage... as if it were a... real... shield, but none the less just a modle attached to you.
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