Report RSS This is what I call a f**king flamethrower (view original)
This is what I call a f**king flamethrower
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TheZealot
TheZealot

That will definitely make it so that they can dish some damage out before they die.

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Cvoxalury Author
Cvoxalury

One problem (besides slowness) is that their walking is loud as hell, giving away their presense to you from miles away. Were they silent, they would be ouflanking the player and frying him in seconds (totally silent geth pyros from Mass Effect 3 come to mind). Proper level designing could help with that though, giving them sudden entrances, attacks from below and above, ambushes...

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TheZealot
TheZealot

The loud clanking footsteps could work in a dark enclosed space (with multiple pathways that branch off but connect) to inspire paranoia in a player.

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95Navigator
95Navigator

The only problem is... that fire effect. I hate the EP2 fire, the old sprite fire looked so much better and natural than the particle crap we got in EP2.

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Cvoxalury Author
Cvoxalury

I'm not really a person responsible for it... but yeah. The old fire just looked more alive, even. This one is just pale and... grainy, I dunno.

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95Navigator
95Navigator

Its really the color that hurts the most. The flamethrower particle fire looks so much threatning and vivid, like it can really hurt you. Is there anyway to edit the color of the EP2 fire particles?

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Cvoxalury Author
Cvoxalury

Sure is. The same way as with editing any particles' color. I guess I'll look into it someday. Plus, there's lots of ways to improve the fire... assign it with sounds (default HL2/Epx fires don't produce sounds on their own, the sounds are placed by level designer), add heatwave particles, maybe add fire spreading. The sound part is tricky though, when there are too many fires (i.e. if 3 or 4 cremators are fighting someone at the same time), there would be too many sounds and other sounds would be silenced.

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95Navigator
95Navigator

The goddamn MAX_CHANNELS sound problem.. I guess Im obsessed with sounds, because i get that on half of my maps. How many ambient_generics can I have active anyway?

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Cvoxalury Author
Cvoxalury

I'm not sure. Maybe it's 16? Source allows to have max 16 sounds per channel as I understand it, and amb_generics are on the same channel I guess. There are separate channels like CHAN_WEAPON, CHAN_VOICE, CHAN_BODY, and I suppose also for physics sounds and some else.

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Description

Cremators now have a range setting. This one here is set to the longest distance, which is roughly 12 to 15 meters (500-600 inches). Medium distance is 7 to 10 m, and short is 5 to 6,3 m. There is some fuel spilling from the weapon, resulting in fires under the flame spray. I also switched to the orange flame colour, which looks more natural and, I think, more intimidating in it, as there wasn't really any evidence that Cremators ever had green flames... none that I know of. Green beams in the immolator code don't count :)

On the technical side, I finally got rid of the awful, hacky mechanics with cremator's damage being handled by a ton of anim events in the attack animation, replacing it with much more natural, fluid and clean mechanics with only a few animevents and proper attack handling. That, and a number of other tweaks and changes.

Possible todo: smoke? different skins for cremators with different range?