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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000065 | Obsidian Conflict | (No Category) | public | 10.03.2011 23:36 | 16.01.2012 17:14 | ||||||||
Reporter | DarkSignal | ||||||||||||
Assigned To | |||||||||||||
Priority | high | Severity | feature | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Projection | none | ETA | none | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 0.1.3.5 | Product Build | Steam Version | ||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000065: func_tankmortar backwards compatability | ||||||||||||
Description | Originally, the func_tankmortar of HL1 was capable of firing tank shells, where instead of a laser beam from space, an explosion would occur at the designated area. Now with HL2 coding, the use of this is severly limited because of what it's used for in the campaign, and now the potential for it is pretty much ruined. I think it would be a good idea if you guys were to either reconfigure or add the old behavior of func_tankmortar to the new version, so it can be used for more than just one use (Like actual tanks for HL1, which would be fixed with this feature). | ||||||||||||
Steps To Reproduce | I have done what I could to replicate the behavior of func_tankmortar, and all attempts have been met with limited success. I really hope that you will look into this matter. | ||||||||||||
Additional Information | As an extra feature, you can add the explosion effect to be a particle system instead, so diversity can be added to different kinds of tank cannons (compare the explosion from a 25mm to the magnitude of a depleted uranium shell) | ||||||||||||
Tags | func_tankmortar, HL1, mortar, old, tank | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0000070) Maestro Fenix (developer) 23.03.2011 21:31 |
I support this. I don´t know if is possible fix it with mapadds, but the level in HL:S when you have to fight first a green tank, and later a Bradley that launches rockets, the green tank fires "the combine supressor". Also, i recommend to the person that can look it see why the bradley doesn´t launch homming missiles (only launches normal rockets, that hits the floor all the time). |
(0000175) Maestro Fenix (developer) 06.11.2011 19:55 edited on: 12.11.2011 22:07 |
The problem is directly in their code, probably it got overwritten with the combine mortar. **EDIT** NOPE. Its fine. The problem is that in HL1 (GoldSrc) is used for the typical tank cannons, but in HL2 (Source) is transformed into the energy mortar. So i suggest create a new entity for the "tank" type. |
(0000187) DarkSignal (reporter) 14.01.2012 19:35 edited on: 14.01.2012 19:45 |
There's been a recent development in fixing this. Perhaps a source code fix itself will be convincing enough to add this feature, which is provided here: http://www.facepunch.com/threads/1144124 [^] Also, this video here is another reason why I think this should be fixed (starting at 0:40) http://www.youtube.com/watch?v=3cFvJmK4yp4 [^] |
(0000188) Maestro Fenix (developer) 16.01.2012 17:14 |
Dark, you´re a hero. |
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