Upsidedown Skulk *picture*
heathenSlayer
Join Date: 2002-11-03 Member: 6088Members
<div class="IPBDescription">yes I know about the 1000 other topics</div> Type cl_pitchup 300 or some high number, then look up, up, up until you are all the way around. Only problem is that your movement and mouse are reversed. I'm also pretty sure that the model looks absolutely hilarious when you do this too.
<img src='http://www.swt.edu/~wh1012/upside.jpg' border='0' alt='user posted image'>
<img src='http://www.swt.edu/~wh1012/upside.jpg' border='0' alt='user posted image'>
Comments
I love the picture!
Untrue. In beta-testing, the skulk's view actually aligned to the wall, a la AvP. Flayra ultimately decided that the current system would be less disorienting for new players.
<b>From a PT: Actually, it never orientated to the wall during playtesting, but it was considered. </b>
And, aside from the attempts to look down and walk foward while on the ceiling, I agree.
-Ryan!
My favorite thing about the Internet is that you get to go into the private world of real creeps without having to smell them.
-- Penn Jillette
And I recant my comment about it being impossible in Halflife. Apparently I don't know everything. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Hmm, I'd like to see it tested in the general community. I was always of the assumption the HL engine couldn't handle it
Also, how do you make skulks moonwalk? Saw a guy do it the other day and almost wet myself laughing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A pair of binds to make, for servers that don't auto-kick for having odd cl_pitchup and cl_pitchdown values:
bind FloorMovement "cl_pitchup 89.9999;cl_pitchdown 89.9999;m_yaw 0.022"
bind RoofMovement "cl_pitchup 179.9999;cl_pitchdown -90.0001;m_yaw -0.022"
RoofMovement, whatever key you actually bind it too, will flip your view upsidedown and 'fix' your controls so they still turn left and right properly, effectively flipping the entire level upside down in the process. :-) Just remember, you're going to fall UPWARDS then. And people will look at you VERY strangely because of the sudden flip your model does every time you cross looking 'straight ahead' now. =^.^=
Ah THAT'S how you moonwalk <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Sweeeet
I still think the walk key should stick you to the walls...
The Specialists also does a bit of model rotation, although they do not rotate the view for the same reasons that the view is not rotated in Natural Selection. Existence also has rolling and model rotation, as well as view rotation.
I still think the walk key should stick you to the walls... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well something like in Alien vs Predator