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It's strange when you throw things or go close at metrocop, he starts following you and try to smash you with a tazer, but they suddenly stops and goes back. Shouldn't they follow you untill you are dead?
Hmm... I think they are just trying to frighten you away... must be hard for them to kill their own... unless necessary. :smoking:Combine Hybrid said:It's strange when you throw things or go close at metrocop, he starts following you and try to smash you with a tazer, but they suddenly stops and goes back. Shouldn't they follow you untill you are dead?
I never said you cheated.NJspeed said:My friend there was no cheating. I never said I cheated.
Why is it hard to believe? Thinking as a programmer, I think it is very smart. The two Antlions require completly different coding, and if you had to test which to use every cycle, when there are alot of Ant Lions, the game would run much slower.NJspeed said:I find it hard to believe they made 2 different antlions.. can anyone whose played with the SDK tell us? It HAS to be a bug. Why else would they attack me when I'm holding the pheropods? It's a mistake in the programming somewhere. If they made 2 NPCs, that just means the bug is allowing the aggressive ones to catch up to you after you get the bug bait.
ZoFreX said:I can run up a ladder whilst sniping someone AND using a flashlight.. go figure.
Pai-Mei said:Lets not forget that you can climb up a ladder backwards while firing a two handed weapon...
I'm talking about the beginning of the game in trainstation, genius.
There is no toilets in Breen's office, or Eli's Lab, or Kleiner's lab. Or beds, and stuff.
The small objects that don't go as far are less massive and don't seem to carry much momentum than the other objects. Try throwing a chunk of styrafoam. A physics genius would probably have a better explanation.
in this case aceleration is actualy the deceleration of the cup, you can see from this last equation that as mass increases deceleation decreases.
"The light one will be slowed down faster as it goes through the air than the heavier one because it can't carry as much momentum as the heavy one even though they have the same shape.
ZoFreX said:Yeah, if you manage to get attacked by antlions while holding pheremones then it ruins the illusion beacuse it shouldn't happen - and so it shouldn't be allowed to happen. Personally I wouldn't have created two different creatures, how hard can this be:
antlion.cpp
If (PlayerHasBugBait)
{
// FRIENDLY AI
}
else
// HOSTILE AI
}
The world .357 model sucks! Even the Blue Shift HD pack one is better. Here's a comparison:CreamOfetus said:also they didnt bother to model a speed loader for the .357...
valve is strangley lazy when it comes to weapon models. there actually is no excuse for this shit... the weapon design choices are just... stupid.
rpgprog said:Its not difficult, but just think, that test will be running multiple times per second per antlion. And it is possible to have lots and lots of antlions, which would mean lots and lots of unneccesarry processing.
SLH said:Anyone who's spawned and played around with NPCs (including antlions), or who's used hammer to place them knows about NPC relationships.
Basically you can set a particular (individual) NPC to be aggressive/passive etc. to another individual (in this case the player).
I guess what the map designers did was to have all antlions placed in levels before the player had the bigbait be aggressive, and all those after he got it, be passive.
The bug (haha!) came about because the NPCs that were in the level were set to aggressive, and aren't checking for the possesion of bugbait.
BTW. The number of condition statements (if's etc.) needed for this relationship system would be more than just one, and the code to actually render the game would absolutly dwarf one check for bugbait so really complaining about 1 if statement done per antlion is a little pointless.
Producing 2 identical antlions, the only difference being their repationship with the player would be more effecient, but it would be more efficient by so little that it's not worth doing it.
It was a simplification for understaning purposesPai-Mei said:Yes... but while the main points are true its not as simple as that. You also have to take shape into account to account for the surface area.
[/b]
This is true, and you are right. But you can shoot an empty barrel FURTHER than you can shoot a loose RPG round. Shooting the high-surface-area low-mass barrel would cause it to act like the soda can.
RPGs are EXTREMELY dense, as they are made of heavy metals (usually something like Tungsten) and have a LOT less surface area than barrels.
Plus, mattresses, which have an extremely high high surface area-to-mass ratio go just as far as boxes.
So............. whats up?
I think that valve tried to make an illusion of wind resistance by making larger objects go further. I.e. fuel barrels go further than a crate which goes further than a chinese food container. This all works and seems fine to the layman eye, but I think they never wrote in volume to the physics, only mass. And the higher the mass, the further it goes with the gravity gun.
Hmm... Valve is indeed lazy. or maybe they have no time to make the .357 magnum prettier due to release schedules.sfc_hoot said:The world .357 model sucks! Even the Blue Shift HD pack one is better. Here's a comparison:
The Blue Shift one has an actual trigger, while the HL2 one is just a texture. And look at the HL2 ones grip, it's sh*t. The Blue Shift one actually curves. Never thought I'd see a HL1-engine model look better than it's Source engine counterpart.
Not a lot compared to other parts of the code.rpgprog said:As you can see, this is a lot of unnecessary calculations
True, but you'd need to check whether it was time to check in that case though.FireCrack said:Not to mention, you dont need to check 25 times/second. Once or twice a second should give the proper illusion in most cases