• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
3 rockets on Easy :v: Besides, Gunships are faster, more maneuverable, more accurate, and overall more deadly than Hunter Choppers. That's why they're used to for assaults, while HT's are used for fugitive hunting.
[QUOTE=Pilotguy97;40737228]I'm very very late, but I try and name things the same way they do in real life. In real life, RAH stands for Recon Attack Helicopter, which I guess in hindsight doesn't fit the Hunter Chopper that well, but I was going off the fact that Hunter Choppers could be seen on the city outskirts patrolling and looking for rebels. SCA I made up. I just came up with Singularity Charge Automatic and just slammed them into a random acronym :v:. And on the subject of Choppers vs Gunships, I feel that Hunter Choppers are geared more towards urban patrolling and anti-rebellion, since its super-inaccurate cannon and low-yield bombs would be useless in any role besides crowd control. The only reason a chopper responded to the airboat and not a gunship was because it was the only thing that could respond fast enough to stop freeman getting to BME. Meanwhile, gunships are a more precise weapon, using slow, high power and low spread weapons to deal with small amounts of targets at a time. You could theoretically say that choppers were phased out toward the end of the game because the Combine realised that rebels don't have the manpower to try zerg rushing, and instead were using guerrilla tactics. Thus the gunships became more useful. Another explanation would be that as RPGs got incredibly common, choppers, which needed to fly above the skyline, became more and more vulnerable. Thus, the Combine needed something which was simultaneously agile enough to fly at street level, and aware enough to take extra precaution against collision. The fact that they already had the gunship was merely a convenience. TL;DR: Maybe the gunships go pew pew and snipe targets, while choppers go bang chk chk and take out riots. Anyway, is there anything else technical that needs concepting? Because if not, I'll go back to making hunter-chopper related things.[/QUOTE] Could you make a technical concept of the ar2? I've always had trouble understanding where the hell everything went on that thing. :v:
[QUOTE=Mr. Someguy;40737301]3 rockets on Easy :v: Besides, Gunships are faster, more maneuverable, more accurate, and overall more deadly than Hunter Choppers. That's why they're used to for assaults, while HT's are used for fugitive hunting.[/QUOTE] Except there is a flag for gunships that turns them into evasive helicopters that will swerve and attempt to shoot down player rockets. It's showcased in HL2 Lost Coast.
[QUOTE=Snood_1990;40737308]Could you make a technical concept of the ar2? I've always had trouble understanding where the hell everything went on that thing. :v:[/QUOTE] Honestly, I'd be surprised if this helps. [t]http://i.imgur.com/lfVjcLP.png[/t]
[QUOTE=Pilotguy97;40737796]Honestly, I'd be surprised if this helps. [t]http://i.imgur.com/lfVjcLP.png[/t][/QUOTE] It's pretty much exactly what I wanted. Ur a bro.
[QUOTE=Pilotguy97;40737796]Honestly, I'd be surprised if this helps. [t]http://i.imgur.com/lfVjcLP.png[/t][/QUOTE] Is the second trigger actually there? Because that feels like a goddamn huge design fault.
[QUOTE=I am Error;40738531]Is the second trigger actually there? Because that feels like a goddamn huge design fault.[/QUOTE] it isn't there. a two stage trigger (like in the AUG) or a fire selector would make more sense than two triggers on top of each other.
[QUOTE=I am Error;40738531]Is the second trigger actually there? Because that feels like a goddamn huge design fault.[/QUOTE] Imagine Overwatch soldiers training and by accident hitting the second trigger. [I]"Oops."[/I]
It's not actually there on the Ar2, but I was trying to explain how Gordon can fire both the primary and the alt-fire without moving anything besides his index finger. It looks shit on my diagram because I accidentally indented the trigger wrong, but a double trigger has been done before on the MG34. Besides, what other reason is there to have a huge fuck-off trigger like that? :v:
[QUOTE=Pilotguy97;40737796]Honestly, I'd be surprised if this helps. [t]http://i.imgur.com/lfVjcLP.png[/t][/QUOTE] Looks a bit squashed, but other than that: looks wonderful.
[QUOTE=Pilotguy97;40738858]It's not actually there on the Ar2, but I was trying to explain how Gordon can fire both the primary and the alt-fire without moving anything besides his index finger. It looks shit on my diagram because I accidentally indented the trigger wrong, but a double trigger has been done before on the MG34. Besides, what other reason is there to have a huge fuck-off trigger like that? :v:[/QUOTE] Probably the same reason as to why Gordon holds the ar2 with only 1 hand.
Maybe make it two handed with him holding some kind of grip below the part that fires the dark energy ball and have a second trigger there, something like how the trigger is done with the M203: [t]http://images.wikia.com/goldeneye/images/9/92/M203.jpg[/t]
I always imagined it'd work something like the trigger on an MG-42: [img_thumb]http://pookieweb.dyndns.org:61129/beltfeed/mg42/G3FCG/DSCN2477.JPG[/img_thumb] Depress the primary trigger to fire the pulses, or pull the secondary to release the energy ball. So basically what's in Pilotguy's concept but less clunky :v:
You could probably do it like the OTs-14 Groza, with two triggers in the same trigger guard, with a switch to change between primary fire and the energy ball. Or, you could bin the switch entirely and just have both work at the same time, for maximum combine health and safety violations. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/groza.jpg[/IMG][/URL]
Speaking of the AR2, what firing mechanism did we decide on? Just like it was in HL2? Or like this? [IMG]http://i.imgur.com/xctHtoL.gif[/IMG]
[QUOTE=Skyward;40747291]Speaking of the AR2, what firing mechanism did we decide on? Just like it was in HL2? Or like this? [IMG]http://i.imgur.com/xctHtoL.gif[/IMG][/QUOTE] If this happens I really want to see a particle effect for the spent shells flying out the side.
Why not have a compromise and have it cycle bullets after the amount of shots that a combine soldier fires in a burst? I believe it's around five shots. So have it fire one pellet five times and then switch it out. It does this six times until the clip is empty, then you reload using the clip. And I always thought that the huge ass clip was so that it could be used as a sort of portable shield, which would be a neat effect to have bullet impacts on that huge ass clip insert
[QUOTE=Skyward;40747291]Speaking of the AR2, what firing mechanism did we decide on? Just like it was in HL2? Or like this? [IMG]http://i.imgur.com/xctHtoL.gif[/IMG][/QUOTE] Depends, but probably like that.
That brings to mind an interesting idea, would we see spent shell cartridges/MPS casings around areas where there seem to have been fights? It could really serve to liven up the atmosphere of those kinds of areas.
[QUOTE=Chonch;40748516]That brings to mind an interesting idea, would we see spent shell cartridges/MPS casings around areas where there seem to have been fights? It could really serve to liven up the atmosphere of those kinds of areas.[/QUOTE] Probably not, it actually gets surprisingly costly to do that. Well, we could use a particle effect for it, but then they would have weird physical properties, and still be moderately expensive. If Vman or someone else wants to test it or something, It'd be cool to see a proof of concept.
it'd be super easy and pretty much free with decals
[QUOTE=Juniez;40749811]it'd be super easy and pretty much free with decals[/QUOTE] Yeah, but we don't have POM / Tessellation on decals, so I think the visual quality of it would be fairly lacking.
I think bullet holes would be more important than shell casings, the walls are so clean otherwise.
[QUOTE=Mr. Someguy;40750796]I think bullet holes would be more important than shell casings, the walls are so clean otherwise.[/QUOTE] Speaking of those, would it be possible to have the crowbar have its own set of impact decals? Maybe a indent with a vague resemblance to the end of the crowbar gordon hits with, and a somewhat nondescript dent for metal objects, etc.
[QUOTE=glitchvid;40750111]Yeah, but we don't have POM / Tessellation on decals, so I think the visual quality of it would be fairly lacking.[/QUOTE] That didn't stop anyone in the industry from having done it within the last six years and it certainly doesn't mean it looks bad in passing.
Probably nitpicking here, but would it be possible to make it so Gordon's hands actually appear when you're driving the airboat and the buggy?
[QUOTE=HGrunt;40751712]Probably nitpicking here, but would it be possible to make it so Gordon's hands actually appear when you're driving the airboat and the buggy?[/QUOTE] Gmod does that now doesn't it?
[QUOTE=xalener;40751662]That didn't stop anyone in the industry from having done it within the last six years and it certainly doesn't mean it looks bad in passing.[/QUOTE] We're not the industry. Seriously, none of us are getting paid for this work, and I'm sure a good amount of the contributors have spent money (in one way or another) on the project.
[QUOTE=HGrunt;40751712]Probably nitpicking here, but would it be possible to make it so Gordon's hands actually appear when you're driving the airboat and the buggy?[/QUOTE] the mod will use true first person (think ArmA and Dead Island) so i don't think that'll be an issue
[QUOTE=Juniez;40749811]it'd be super easy and pretty much free with decals[/QUOTE] Wouldn't it be better and still relatively 'cheap' to have a few models for piles of shell casings? Kinda like the gory lawnmower in the basement in that one Left4Dead campaign.
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