Upsidedown Skulk *picture*

heathenSlayerheathenSlayer 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'>

Comments

  • FreedomFreedom Join Date: 2002-11-09 Member: 7819Members
    lol ill give it a try
  • SoralSoral Join Date: 2003-01-27 Member: 12798Members
    This is the way ns as a skulk should be. It'd rock, but unfortunately halflife can't support it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I love the picture!
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    edited February 2003
    <!--QuoteBegin--Soral+Feb 23 2003, 11:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soral @ Feb 23 2003, 11:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...but unfortunately halflife can't support it <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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!


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  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    Inf wants free form rotation as an OPTIONAL setting (off by default) some of us don't get disorientated =/
  • SoralSoral Join Date: 2003-01-27 Member: 12798Members
    I'd love this! I loved descent, and wasn't disoriented at all. If this could be made optional I'd be a very happy skulk.

    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-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    My friend and I are working on a model change for the skulk that puts legs jutting out at every angle to support the current model apperance on walls <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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-->
  • MaTTMaTT Join Date: 2002-11-01 Member: 3033Members
    I would have it so that by pressing and holding duck you orientated to walls...
  • DocanoDocano Join Date: 2002-11-01 Member: 2169Members
    Many people said flips and such that turn the view upside-down were impossible in the Half-Life engine, but the HL mod The Opera did it about a year ago. (I think this's the same concept.)
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    I considered this limitless view for the Lerk flight ideas I've previously voiced, it would be pretty neat to be able to do loops <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I like it as it is. There's really no need to force it to flip upside down.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited February 2003
    <!--QuoteBegin--heathenSlayer+Feb 23 2003, 08:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (heathenSlayer @ Feb 23 2003, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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. =^.^=
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    A skulk with cl_pitchdown 99999 or whatever is hilarious third person because if you "walk" backwards it looks like your character model is walking forwards on its hind legs. Trust me, my friend and i have messed around with it in the ready room before. (The gorge is even funnier though) remind me to get an SS later <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A skulk with cl_pitchdown 99999 or whatever is hilarious third person because if you "walk" backwards it looks like your character model is walking forwards on its hind legs. Trust me, my friend and i have messed around with it in the ready room before. (The gorge is even funnier though) remind me to get an SS later <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    <!--QuoteBegin--|MaTT|+Feb 24 2003, 03:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|MaTT| @ Feb 24 2003, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would have it so that by pressing and holding duck you orientated to walls... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I still think the walk key should stick you to the walls...
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited February 2003
    I'll try to code an avp-like movement for HL... if I'll manage to understand this **** pm_shared.c file...
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--Docano+Feb 24 2003, 09:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Docano @ Feb 24 2003, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Many people said flips and such that turn the view upside-down were impossible in the Half-Life engine, but the HL mod The Opera did it about a year ago. (I think this's the same concept.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • AcidFireAcidFire Join Date: 2002-11-02 Member: 4214Members
    <!--QuoteBegin---NegaBenji-+Feb 24 2003, 02:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-NegaBenji- @ Feb 24 2003, 02:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--|MaTT|+Feb 24 2003, 03:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|MaTT| @ Feb 24 2003, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would have it so that by pressing and holding duck you orientated to walls... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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
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