The game takes place in the eve of the Seven Hour War. 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, moments before the Seven Hour War.
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.
btw they only follow enemies atm, chris is working on making them moving in circles around enemies, which is p cool.
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.
Turn out I as wrong.
Crab and mortar are in hl2
True, but you dont get to fight them.
Awesome, you feel it? I feel it - awesome!
i wish i could help with particles
Cool indeed.
ОF2 you the best ^_^
Very unusual!!
everytime i think this mod cant get better, the opposite is true.
Real good work MenteR :-)
I think it would be nice if their projectiles arced over to the target.
Nice work!
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.
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.
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.
that sounds nice!
nononon, leave this weapon for now.
yeah, but we might add an attack variation to them.
also like the poison Headcrab, they're more dangerous when other enemies are present, like combine synth soldiers, striders, or gunships... right?
I only can say: "GOOD WORK!"
How much damage does the mortar synth do against the player?
right now on easy 8-10, on normal 15-18 and on hard 25.
Oh how I wish gibs would be in this so these badass machines could blow the zombies to pieces...
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
woooork in progress. we still didn't add the death particles.
Looks,great!I like Warbrand2's idea for a beam attack.
Can you make those Gibs less spinnging, and make each of them has different spining style?
read the description. they're placeholders.
Nice!
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.
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.
Maybe that rocket launcher is AT-4 CS, the improved RL with weakened back blast.
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
yeah chris reworked a lot of valve's original code for the mortar synth.
wow O.O above my expectations <3
Awesome !
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.
Actually its the warmup sound. I should probably add some random charge sounds to the sound script to change it up a little.
Looks great. I love the sound effects.
Leaked! The code of this synthetic were posted along with the source code of the project Lost Story: Episode One.
Proof - https://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.
chris worked on the beta source code's synth, not that. we don't use other people's resources.
Hmmm, I was thinking about more destructing weaponry that Mortars would have... I mean... like a zombie for about 2-3 shots.
read comments from the devs (me, steve-o or chris528) so i don't have to type the obvious again
I think they should be more damaging, just my opinion.
is it THAT hard to read comments by the devs?
I agree that they should be more damaging,but MenteR said they're one of the first enemies you fight.
The mortar synth looks great. :D But I think it's attack should be more energy beam like.
Immediately I notice you don't have the proper firing animation for it.
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.
I like how they explode to pieces when they die. :)
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.