Rooftop shootin'

hey what about , welding stuff to the front of your buggy, for a more vicious front bumper :D lol, weld four barrels and a few sheets of metal on,, INDESTRUCTABLE BUMPER MAN. Rofl. lame super hero.:p
 
clarky003 said:
hey what about , welding stuff to the front of your buggy, for a more vicious front bumper :D lol, weld four barrels and a few sheets of metal on,, INDESTRUCTABLE BUMPER MAN. Rofl. lame super hero.:p
Or weld long I-Bars to the sides and get some serious range, like the jeep in UT2K4. :)
 
Well I'm glad I could get the imaginations of so many fellow half-lifers twisting out fun ideas.
 
weld some large jagged spikes to buggy and have a royal rampage, bloody brawl, whatever you wanna call it. lol :D
 
MrWhite said:
Well I'm glad I could get the imaginations of so many fellow half-lifers twisting out fun ideas.
Thread Thread Thread!

I'm gonna draw some physics traps and stuff. Maybe I'll post em.

Keep up the ideas fellow Half-Lifers! :cheers:
 
If it can be modelled it can be welded :D

Weld a combine harvester blade to the front. :p
 
But what about server and client side physics...what if the component that hides you from view is in a different position to the person shooting at you?
 
eh... true, but I think it'l be more properly done than that
 
yeh, I think the engine is gonna be solid when it comes down to the objects being in the same place for everyone. because there map world entity's and not player entitiy's

just try and find servers with very low pings :)
 
MrWhite said:
So in all of the FPS multiplayer games I play (Predominantly red faction and DoD, i go by the name of sc(+)pe) I snipe... because that's what I'm best at.

With Half-Life 2's multiplayer, will I be able to hop onto a roof (assuming there are multiplayer levels with buildings), block the pathway to it, and use the surrounding things to make myself a little sniper's shelter that looks natural and would be hard to spot?

Or would this be too hard considering the amount of people speculated to be in a HL2 multiplayer game?


That is the best idea ever. I wonder is someone will strictly make a mod where all you have are thousands of movable items that you can.. well, move. Make a house, make a fort, make it fun! (somewhat like AdminOP with the entmover for TFC/SvenCoop)
 
Hmmm.... i'm gussing water is physically simulated as well as the buggy's tires...

So if barrels float and you weld a bunch of barrels to the buggy. could you drive the buggy in the water, have the barrels keep the buggy afloat, and use the friction of the wheels and teh water as a form of propulsion? you'd essentially have a buggy/catamaran....
 
Snowknight26 said:
That is the best idea ever. I wonder is someone will strictly make a mod where all you have are thousands of movable items that you can.. well, move. Make a house, make a fort, make it fun! (somewhat like AdminOP with the entmover for TFC/SvenCoop)


I doubt that, unless Valve has found a way to make physics calculations require little cpu power. I remember seeing in an email earlier on that they said some effects would be only client side, and others server side.

I just hope that *most* objects in MP are able to be moved /used. Like a table blocking a door....that would be so cool! However, I am afraid that it will be somewhat like Far Cry, where due to bandwidth and claculations issues, physics on most objects (like barrels, etc) are not implemented in MP.
 
TheWart said:
I doubt that, unless Valve has found a way to make physics calculations require little cpu power. I remember seeing in an email earlier on that they said some effects would be only client side, and others server side.

I just hope that *most* objects in MP are able to be moved /used. Like a table blocking a door....that would be so cool! However, I am afraid that it will be somewhat like Far Cry, where due to bandwidth and claculations issues, physics on most objects (like barrels, etc) are not implemented in MP.

Well, the FC netcode pretty much sucks at the moment. Hopefully it'll improve with patching.
As for HL2, it'll be using improved HL netcode last I checked, so.. hm
 
Yeah I mean... they said that you would be able to use movable objects so I assumed... you could. They even said you could use the manipulator. (God don't make me quote it... theres so much to sift though)
 
i think it would be cool to baricade you and some teamates in a house with all of the furniture in the house. then if youre on the other team you could use grenades to blow the stuff out of the doorway to get in. also, why do i keep hearing about this welding ability of the maniulator, that sounds pretty iffy to me.
 
Well, I don't think Valve ever said the manipulator would be used online anyway...

I may have missed it though...
 
I'm just wondering here if the "Use random objects to make a barricade"-type gameplay will become a majorly fun part of HL2 SP...

Think about it... maybe, if you can manipulate items really accurately, you could even set up your own traps...
 
Brian Damage said:
I'm just wondering here if the "Use random objects to make a barricade"-type gameplay will become a majorly fun part of HL2 SP...

Think about it... maybe, if you can manipulate items really accurately, you could even set up your own traps...


If not, then the scientist killing club will be back to please us all, i am sure.... :D
 
Brian Damage said:
I'm just wondering here if the "Use random objects to make a barricade"-type gameplay will become a majorly fun part of HL2 SP...

Think about it... maybe, if you can manipulate items really accurately, you could even set up your own traps...

yeah i think i already said that about 20 posts back
 
rofl i can see it now "OMG FUXEN MATRESS WHORE!" omgogmgom this dudes matressing jesus enough matressing already OMGOMGOMG TEH MATRESS

NO MOR MATRESS!!!
 
FC has multiplayer physics, if you change a line of code. I never get accused of camping because I only snipe in TFC, and in TFC there is no camping, just defending. :)
 
TheWart said:
I doubt that, unless Valve has found a way to make physics calculations require little cpu power. I remember seeing in an email earlier on that they said some effects would be only client side, and others server side.

I just hope that *most* objects in MP are able to be moved /used. Like a table blocking a door....that would be so cool! However, I am afraid that it will be somewhat like Far Cry, where due to bandwidth and claculations issues, physics on most objects (like barrels, etc) are not implemented in MP.

to put your worry's at rest , you are able to Network the leak, e.g on the one map with the white walls and the mellon on the table, you are able to interact with every object that you can in single player. and yes , it does work brilliantly well, and every object responds to your opponent.

and this is the early stuff, so id expect that it will be all perfected. and every object in the world will be viewable to be moved by other players very accurately, only then depending on the Ping rate
 
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