In this chapter of the Black Mesa Incident you are a highly trained Black Op Soldier. You were sent in with a small squad to assassinate Gordon Freeman as well as other personnel that gave the H.E.C.U trouble. But as the grunts begin to fail and pull out your orders change. Now you must silence HECU soldiers that were left behind and conceal any evidence of the Black Mesa incident. In this journey you will visit new and old areas of black mesa, battling the forces of xen, race x, black mesa security guards, and HECU stragglers. I also plan on adding some new enemies, ones that Gordon & Adrian didn't get to see. With all these adversaries ahead, its good to know that these ferocious agile assassins will be on your side.
He's actually not a coded npc. It's a monster generic with a tank laser entity attached to the gun. Spirit of Half-Life has some pretty nice features and with it I can include race x monsters to some degree. These shocktroopers are much harder to fight since they shoot lasers rather than fast moving projectiles.
Great work, but we're still going to have real OP4 entities?
The Spirit of half-life doesn't support opposing force npc's. That's why I have to improvise like this. Voltigores & shock troopers will be time consuming to implement since a lot of triggers is required to do so. Pit-drones on the other hand are rather easy since all I have to do is attach it's model to the bull-squid. Gonomes are similar, using their models over zombies works quite well, although they can't throw acid at you I can set up scripted sequences where they vomit a puddle of poison onto the floor. Spirit of half-life may not have fully coded OP4 npc's but it has many other nice features to make up for it. Mapping with just opposing force was far to limiting.
There are easy to use add-ons on github
Are you referring to what 23-down suggested or are there others?
Looks good & glad to see you back in action as for spirit and op4 my coder and I are currently working on exactly that. And as well as implementing new npcs & animations. So in essence it's from the community for the community.. It may still take some while but if you like check it out:
Github.com
Just install it like a mod.. Note that most weapons aren't functional yet and he is currently working on the grapple gun. The special thing about his version is that he fixed all the issues that came in later spirit versions after version 1.2,1.4 but again it's still work in progress. Also the fact that he has possibly created the best recreation of op4 monsters I've seen so far (only voltigore in at this moment.) So there's a lot of hope.
It's a cool idea but it's very early in development atm, like you said the voltigore is the only npc that's really implemented. The weapons however (not just the op4 ones) are very buggy. I'll definitely have to look into this when its gets updated.
Glad to see an update after so long ;) Lovely looking map and nice workaround with that Shocktrooper. And as 23-down said, when v1.9 is ready, it will be the best SoHL version to date.