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In Counter Life, every weapon_ and ammo_ entity has been changed into a stack of money.
So... I am assuming that a new code variable "money" has been created. Each of those entities has been given a money stack model and had its properties changed so that upon pickup, it causes "money = (money+250)" code. My coding knowledge is limited to HTML, Pascal and BASIC, so I'm not exactly a guru, but that sounds reasonable.
So... would it be possible, say to change the "weapon_mp5" model to use the "p_mp5navy" model, and change its properties so that upon pickup it gives the player a CS MP5 and 30 rounds of 9mm ammo?
This allows more integration of CS stuff into Half-Life SP. Also, the same thing could be done with shotguns and Barney Glocks. This means nice things like after the weaponstrip before Residue Processing, you get that handgun at the point in the game where you are supposed to, rather than forcing you to wait for the HEV charger.
Any of this sound reasonable?
If all weapon_ and ammo_ entities share a "hub" set of properties though, this wouldn't work. But anyway, Haunter... give thoughts!
I think that's too complicated, Wamp, and detracts too much from the original feel of CL. If we did what you have described, then the buy system would be a rarely-used gimmick rather than a crucial gameplay device.
I was thinking that only the thre weapons used by human NPCs (Glock, MP5, and Pumpshotgun) would be pick-up-able. All others would remain money stacks, acquirable only via the buy system.
Besides, this means that you can only pick up 9mm ammo and shotgun shells. Everything else must be purchased. Coincidentally, 9mm and shotgun shells are the only ammo types available in Xen, too.
Always take an MP5 or Glock to Xen, people! 9mm is in the ammo bags.
Anway, yeah, only weapons carried by enemies should become real weapons rather than ammo. This will solve one additional annoying thing; near the end the Black Mesa portion of HalfLife, you encounter a shotgun-wielding scientist who puts down his shotgun. It turns into a money stack when he drops it and that looks gay. This will fix it!
my set of replaced weapons:
crowbar --- knife
glock--- usp (new look to it, the burst fire is too much fire power)
.357 --- deagle (magnum)
mp5 --- mp5 navy (m4 too powerful)
RPG--- AWP (1 hit with high damage)
gauss --- g3sg1 (rapid fire accuracy)
gluon --- m249 (spray the target)
hornet gun--- mac 10/tmp (weak rapid fire)
grenades --- HE
mine --- m4a1 (assault rifle)
charge --- xm1014 (special shotgun)
snark --- glock18 (special handgun)
other weapon can be purchased through the menu
money is deposited directly into your account when you kill,
the menus should me full slots (meaning you can hold all weapons)
3 slot in slot1 for knife, FB and HE
6 slots in slot2 for 6 handguns
2 slots for slot3 for shotguns
5 slots in slot4 for smgs
4 slot in slot5 for ARs
4 slots in slot6 for snipers
1 slot on slot7 for m249
This is exactly what I suggested before....still have killing enemies give you cash (direct deposit now) and the grunts will either drop an MP5 or an M3 while the barneys will drop a glock. Crowbar becomes knife, maybe have grenades be actual grenades, shotguns M3s, and assault rifles MP5s.
I love that idea! Then we don't have to deal with those rather odd cash packets that have the disconcerting tendency to go sliding around on slopes.
Now why didn't I think of it before? Since you will be able to get cash from killing enemies, I could make them to drop weapons instead of the 10 tip.
Then, using the money you've got, go to the nearest health station to buy your weapons.
I wasn't thinking that all weapon pickups should become CS weapons. I was thinking that only a few basic ones (Knife, Glock, Shotgun, MP5 and Grenades) should be real weapon pickups and everything else should remain the same. All other guns (and all ammo) should stay the way they are (as money) and the buy system via chargers should still be enabled!
Hmmm I don't know how this could work, I guess we'd need a mapping/coding expert but wouldn't it be possible to make a CL.fgd? That way we could map directly for CL instead of vicariously through HL. Then Haunter could add as many weapon and ammo entities as his little heart desires. And I would have a much easier time with mapping everything. Of course the question is would CL still work with standard HL maps then or would they have to be converted?
Also Haunter I had a few simple requests. 1.) a new weapon, well not a weapon really but a "holster" option that one could select to put away their weapons. Would help in the aforementioned new map and 2.) having an entity simply for "money", again make my mapping easier for a certain level I want to do where the player robs a bank.
I don't know if any of this is feasible but take it under consideration.
Yep. They do. Some players back then asked for weapon pick ups.
Unfortunately, that version never came. CL is coded so that the money replaces the weapons. Sort of a 'link_to_class' thingy. But do consider this:
HL = 14 weapons
CS = 25 weapons
Crowbar would obviously be the SOG knife.
Grenades would definitely be HEs.
So that means some weapons will not make it to that version. The .357 would be the DE. The glock? Glock 18? What about the USP? 5-7? DUAL BERETTAS!??:(
Then the mp5AR would be........mp5? Since there's only one assault rifle in the whole of HL, we can only afford to have one SMG/AR.
Crossbow would be.....Scout?
Gauss would be AWP for sure.
Egon would then be the M249.
Snarks = maybe TMP
Tripmine = maybe G3
Satchel = maybe.............Mac10? I don't know.
Hornet gun = Aug?