[article] Weapon Pickups

[article] Weapon Pickups

Re: [article] Weapon Pickups Posted by Guessmyname on Sun Dec 4th 2005 at 1:48pm
Guessmyname
342 posts
Posted 2005-12-04 1:48pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
This is a discussion topic for the article "Weapon Pickups" by Guessmyname which can be found here

Article description:

A different way of doing it
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Re: [article] Weapon Pickups Posted by parakeet on Mon Dec 5th 2005 at 2:57am
parakeet
544 posts
Posted 2005-12-05 2:57am
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Wow , this is kinda neat

Pictures would be nice , but I think the example vmf kinda makes up for it =D.

Havent tried it yet , it sounds slightly haxy , but i like it that way..
Re: [article] Weapon Pickups Posted by HazardGameR^ on Thu Dec 8th 2005 at 6:28pm
HazardGameR^
75 posts
Posted 2005-12-08 6:28pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Sorry, but to be honest, this sucks... Need pictures. The Output part makes you confused if you are new at it. And lastly, and the most important for me in tutorials, you can't see the "structure" which means that you sometimes forget to give the reason why to set that value to that, or why to make that output, and what it does, why to use invisible texture instead of nodraw etc... It's like a step-on-step guide to make a motor, that teaches you how to make it, but you have no idea how/why it works.

What i like about it is that you (I) learned things from it if you understand it.
Either make it more newbie-friendly, or make some "requirements" in the top so that a newbie don't read through it, misunderstand it, get's frustrated and suicides because of his misserable life ;) And now that I'm at it, I am a little newbie myself, but i think i have stepped pretty much into the "Intermediate" stage now :P
Re: [article] Weapon Pickups Posted by omegaslayer on Fri Dec 9th 2005 at 6:11pm
omegaslayer
2481 posts
Posted 2005-12-09 6:11pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I fail to see the point of this...... I mean why not use weapon_<weapon name>? This is just making an excessive amount of entities that arent needed. Why make 5 differenet enities when you can use just 1?
The only place I can see this being useful is if you want the player to select ONLY 1 weapon form a selection of others (eg: the player can only select the AR2 OR the SMG1, not both) May want to include that in the tut, otherwise the usefulness of this tut goes down the drain.
Re: [article] Weapon Pickups Posted by Guessmyname on Sun Dec 11th 2005 at 10:06am
Guessmyname
342 posts
Posted 2005-12-11 10:06am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Omega, this is a different way of doing weapon pickups. Instead of running over them to pick them up, you have to stop and press the use key on the weapon to pick it up. This is mainly for SP horror maps. For instance: You're running like hell from a load of zombies or whatever because you're out of ammo. Stop for a second, and they might catch you. With just a weapon_<weaponname> you could simply keep running, magically pick up a gun and blast them all. With this, you'd have to stop and try to grab it as quickly as you can. Simply put, it adds to the tension
Re: [article] Weapon Pickups Posted by Biological Component on Wed Dec 14th 2005 at 2:04am
Posted 2005-12-14 2:04am
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
That's awesome! And as for the not being able to pull it with the grav gun...I think that could come in handy, and is not a problem as far as I'm concerned!
Re: [article] Weapon Pickups Posted by Captain P on Sun Dec 18th 2005 at 12:46pm
Captain P
1370 posts
Posted 2005-12-18 12:46pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I understand the goal of this tutorial, but instead of immediatly jumping onto the technical details, I'd like to see a quick overview of the idea first, so I know where I'll be working towards to. All that technical stuff is more intimidating without some pictures and a rough idea of the methods behind it.
Re: [article] Weapon Pickups Posted by Kasc1990 on Sat Jan 28th 2006 at 2:22pm
Kasc1990
32 posts
Posted 2006-01-28 2:22pm
Kasc1990
member
32 posts 13 snarkmarks Registered: Dec 20th 2005 Occupation: 8-/ Geek Location: England, Leeds
Well infact to all you haters, this tutorial would be good, if you are making a mod, like resident evil.
If you dont understand the input/output then there4s a tutorial to learn.
Nicely organised, understood fully.
Re: [article] Weapon Pickups Posted by Flynn on Thu Jan 4th 2007 at 5:10pm
Flynn
454 posts
Posted 2007-01-04 5:10pm
Flynn
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454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Re: [article] Weapon Pickups Posted by FIDDLER on Mon Jun 25th 2007 at 9:27am
FIDDLER
39 posts
Posted 2007-06-25 9:27am
FIDDLER
member
39 posts 14 snarkmarks Registered: Feb 4th 2003
Very good tutorial. I like the idea of having to instruct your character to pick something up instead of the "magical" pickup when you run over the top of something.