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The game takes place in the Seven Hours War aftermath. Fighting against blood shedding synths and frightening aliens, Adrian Shephard has to struggle his way with his fellow comrades from the Phoenix Command, with the main objective of stopping the construction of a Combine Citadel. In his journey he will find what has happened to the world, six months after the Seven Hour War.

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MenteR Author
MenteR

btw they only follow enemies atm, chris is working on making them moving in circles around enemies, which is p cool.

Reply Good karma+14 votes
Velancious
Velancious

Always loved the Mortar Synth and wondered why Valve never kept them to begin with...

Their one of my favorite Combine NPC's that were cut from HL2 and didn't make it in. My absolute favorite though was the Combine Assassin, then the Combine Guard, and finally the Crab Synth.

It's great to know you guys are looking back to move forward, sometimes that does help.

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EricFong
EricFong

Turn out I as wrong.

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griefmaster_00x1
griefmaster_00x1

Crab and mortar are in hl2

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MisterMan123456789
MisterMan123456789

True, but you dont get to fight them.

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Gunship_Mark_II
Gunship_Mark_II

Awesome, you feel it? I feel it - awesome!

i wish i could help with particles

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PurpleGaga27
PurpleGaga27

Cool indeed.

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Xen-28
Xen-28

ОF2 you the best ^_^

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DangerousCat
DangerousCat

Very unusual!!

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MARiN3
MARiN3

everytime i think this mod cant get better, the opposite is true.

Real good work MenteR :-)

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NihilloRubra
NihilloRubra

I think it would be nice if their projectiles arced over to the target.

Nice work!

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AlekZanDer
AlekZanDer

They don't look like the first thing to worry about (judging by the damage). But so far looks like they can be easily avoided when there are zombies, antlions, headcrabs e.t.c. around.

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MenteR Author
MenteR

you're supposed to meet them in pack of 3-4s, they are only dangerous when they're on numbers. i think that's on easy defficulty anyway, considering it took them 3 rounds to kill a zombie. on normal they kill a zombie with 2.

also, each plasma round deals like 25 damage to the player on the hard difficulty, they really are something to worry about. they're like houndeyes; only dangerous in packs or when you've got a small amount of health.

finally, they're also literally one of the first creatures you ever see on the game, hence why they can't be so dangerous. maybe near the ending we add a different type of mortar synth that uses incinerary bolts, that would be awesome.

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warbrand2
warbrand2

How about giving them a beam attack along with there standard one. the beam would deal more damage and only be used in latter levels.

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MenteR Author
MenteR

that sounds nice!

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Gunship_Mark_II
Gunship_Mark_II

nononon, leave this weapon for now.

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MenteR Author
MenteR

yeah, but we might add an attack variation to them.

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DracoDraconis1000
DracoDraconis1000

also like the poison Headcrab, they're more dangerous when other enemies are present, like combine synth soldiers, striders, or gunships... right?

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CuervoSp
CuervoSp

I only can say: "GOOD WORK!"

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MrSaturdayKnight
MrSaturdayKnight

How much damage does the mortar synth do against the player?

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MenteR Author
MenteR

right now on easy 8-10, on normal 15-18 and on hard 25.

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Lazypro
Lazypro

Oh how I wish gibs would be in this so these badass machines could blow the zombies to pieces...

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zonbie
zonbie

so the sounds dont feel right. these things should at least echo, echo, echo their beeping sound through the air and off buildings or something. and the death explosion should sound/look like a huge splatter IMO

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MenteR Author
MenteR

woooork in progress. we still didn't add the death particles.

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climber68
climber68

Looks,great!I like Warbrand2's idea for a beam attack.

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sasasa
sasasa

Can you make those Gibs less spinnging, and make each of them has different spining style?

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MenteR Author
MenteR

read the description. they're placeholders.

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EricFong
EricFong

Nice!

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AmaroqDricaldari
AmaroqDricaldari

Just don't use the rocket launcher in close quarters, even if you are firing out through a window, the backblast will fill your lungs with blood and make you deaf, not to mention kill you.

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MenteR Author
MenteR

guess what: it's a game, and it's half-life! it's not meant to be realistic!

plus it dies with common weapons too.

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EricFong
EricFong

Maybe that rocket launcher is AT-4 CS, the improved RL with weakened back blast.

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SPY-maps
SPY-maps

looking great, i am very interested though how you did get this one to work?!?!

because i tried it ones myself for my last sp-mod, but all i could get out of them was animations when i placed them as prop_dynamics, otherwise they didn't do anything when i placed them as npc's. seems Valve did not add a script for it.
did you write the script yourself??

great work!
leon

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MenteR Author
MenteR

yeah chris reworked a lot of valve's original code for the mortar synth.

Reply Good karma+1 vote
Mirellanmal
Mirellanmal

wow O.O above my expectations <3

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ThrillerProd
ThrillerProd

Awesome !

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meazum
meazum

It's kind of odd how they seem to do a detection signal before firing every shot. It might be a reload sound, but it makes timing their shots completely unessecary as they tell you a second in advance always. It might be more interesting if they make the sound on detection, but not between every shot.

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chris0528
chris0528

Actually its the warmup sound. I should probably add some random charge sounds to the sound script to change it up a little.

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Lancelot_59
Lancelot_59

Looks great. I love the sound effects.

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AndreaZzZ
AndreaZzZ

Leaked! The code of this synthetic were posted along with the source code of the project Lost Story: Episode One.
Proof - http://www.youtube.com/watch?v=zA3OzYc3RTM
Translated quote from their website:
The project has long time closed, the source code is already on the internet.

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MenteR Author
MenteR

chris worked on the beta source code's synth, not that. we don't use other people's resources.

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DragoBro
DragoBro

Hmmm, I was thinking about more destructing weaponry that Mortars would have... I mean... like a zombie for about 2-3 shots.

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MenteR Author
MenteR

read comments from the devs (me, steve-o or chris528) so i don't have to type the obvious again

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ChuckNrs
ChuckNrs

I think they should be more damaging, just my opinion.

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MenteR Author
MenteR

is it THAT hard to read comments by the devs?

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climber68
climber68

I agree that they should be more damaging,but MenteR said they're one of the first enemies you fight.

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geoffegg
geoffegg

The mortar synth looks great. :D But I think it's attack should be more energy beam like.

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Dr.Doozer
Dr.Doozer

Immediately I notice you don't have the proper firing animation for it.

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CrumbleShake
CrumbleShake

I reckon the mortars should be more powerful. It doesn't give them such a cool feel to see that big explosion on the zombies but they still walk on normally.

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~Mapster(WFc)
~Mapster(WFc)

I like how they explode to pieces when they die. :)

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sleepingobama
sleepingobama

are you gonna add crabs synth's and other cut combine material? btw the mortars shoot from the back too so make them shoot out a bigger blast from back there please.

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Description

Just a quick test video to show you the NPC. The gibs are placeholders by the way.

Code by Chris, he used a bit of Valve's code if I'm correct. Particles by Ghor.

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