A Question On Skulk Wall Orientation
locallyunscene
Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
<div class="IPBDescription">the video looks nice doesn't it?</div> So the model tilts to accomidate the suface it's on. Let me just say this looks awesome, but my question is about the hitbox. Does the hitbox turn with the model or does it stay oriented "up" and "down"? It doesn't really matter so much which it is, just wondering.
Comments
The hitbox stays the same, depending on which direction you face.
Sorry, playtester's are not allowed to distribute screen-shot's of v2.0 as of yet.
The skulk crawling behind you however.. you might be able to make him dizzy if you jumped up and down a lot.
All I care about is that feeling, the feeling when you first played NS, and saw 3 skulks coming towards you, chuckling, biting... and then you're dead...
That thrilling moment will be even better now, and even scarier ^_^
Heh, sorry, just had a little trip down memory lane...
You have no idea how sick Alien VS. Predator 2 made me while playing as an alien. :-D
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=30134&st=22' target='_blank'>This.</a>
(Sorry it took my so long to reply. I actually forgot about this post until I watched the video again.)
I thought this might be the case.
If you die on a wall now you fall off, I'm not sure why'd it'd be any different.
Hahah
I hope so.
sorry, this has been in my hard drive for a long time and yearned to get out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Yea just think of Aliens Vs Predator 2. When you play as aliens and u wall or ceiling walk the players point of view changes as well. SO if you are upside down, your screen is upside down as well. It only takes like 5 min or less to get used to it. I wish NS would implement something like this.
Yea just think of Aliens Vs Predator 2. When you play as aliens and u wall or ceiling walk the players point of view changes as well. SO if you are upside down, your screen is upside down as well. It only takes like 5 min or less to get used to it. I wish NS would implement something like this.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--Max+Apr 25 2003, 03:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Apr 25 2003, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We have the first person view orientation implemented (with an option to turn it off) for the skulk, but as it stands right now this will not be included in 1.1. It's really neat when it works well, but a lot of the time it doesn't and makes it difficult to navigate the maps.
The main difficulty in getting it to work well in NS is that the maps haven't been designed with the orientation code in mind (since it didn't exist when they were created). In AvP2, the levels are generally much simpler than in NS, and decorative geometry -- like beams on the ceiling -- are marked by the level creator and are ignored by the collision system.
It's possible in the future that we may find solutions to the problem that work within the framework of the HL engine, but probably not within the 1.1 timeframe. As for the problem that you mentioned BedwettingType, that's definitely something we want to address regardless of whether or not the game supports first person orientation.
Anyway, I'm glad you guys like the player model orientation; that will definitely be in 1.1.
Max<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You have no idea how sick Alien VS. Predator 2 made me while playing as an alien<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Weakling... any true Al()ens player considers this an advantage. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I loved the original AvP because of that feature, mebbe because I think in 3D (I'm a 3D modeler / animator and I build plastic scale models, so spatial stuff is kind of second-nature to me...). You can use that wall-hugging--especially when it's done as in the original AvP, which made it MUCH easier to actually CRAWL ON THE CEILING (I hope this is being addressed in 2.0--I'd like to stick to the wall regardless of which way I'm looking, mmkay?).
When you use it right, you can truly become a terrifying machine of pwnage. I scared people off of servers at least four or five times as an Al()en. }|)