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Does the server have any replacements?

Kinglightning07

The Loyalist
Joined
Apr 14, 2021
Messages
245
When the server gets re-released will it have any replacements like mmod? Other then the CPs of course, but is here any HD models your using? Like HD rebels and citizens, I love using replacements to improve the overall look of the game but I want to know if there will already be some?
 
We are using HD Combine models, the citizen models remain the same as in hl2, but the clothes the citizens wear are HL:A ones
 
We are using HD Combine models, the citizen models remain the same as in hl2, but the clothes the citizens wear are HL:A ones
Ok then I’ll have to use my own assortment of replacements, but I do want to ask if it will have the mmods for improved affects and better weapon models
 
We don't use any replacement mods officially no

Edit: Nvm thought you meant something else :angrycop:
 
Last edited:
Ok then I’ll have to use my own assortment of replacements, but I do want to ask if it will have the mmods for improved affects and better weapon models
Don't listen to Atle he was drunk last night. Yes, we will have way better weapon models, idk about the mood thingy.
 
Is there a way to turn it off because mmod already has an animation and if you play on a server with an animation already built into the server the mmod breaks and instead of going to the center of the screen when you aim it goes all the way to the left because the animation is stacked onto each other creating a doable affect
 
Is there a way to turn it off because mmod already has an animation and if you play on a server with an animation already built into the server the mmod breaks and instead of going to the center of the screen when you aim it goes all the way to the left because the animation is stacked onto each other creating a doable affect
Don't know
 
Don't know
Ok well I actually watched the combat vids on Atle’s channel and the Willard weapons look very similar to mmods weapons so I won’t use mmod anyways, and also I don’t think it would work in the first place because Willard weapons are separate weapons from the actual half life 2 weapons
 
We use TFA mmod along with some other TFA stuff developed for the russian WN7 community that we're implementing such as a custom 9mm and an "Alyx Gun" type pistol for CP usage. (If it's not already just the Alyx gun)
 
We use TFA mmod along with some other TFA stuff developed for the russian WN7 community that we're implementing such as a custom 9mm and an "Alyx Gun" type pistol for CP usage. (If it's not already just the Alyx gun)
Ok but I do have a question about the turn based combat system, how the hell is it supposed to work? Cause first off how the hell do you enter the sequence where it shows you how many turns you have and etc, and second off what if there is someone that shows up after you start attacking and they attack while your fighting someone else so they wouldn’t enter the sequence and it would be unfair? Also don’t you think it ruins the badassnes of a squad of coordinated combine rushing in and entering a heated battle with rebels? It would just look weird to someone watching away from the combat
 
Ok but I do have a question about the turn based combat system, how the hell is it supposed to work? Cause first off how the hell do you enter the sequence where it shows you how many turns you have and etc, and second off what if there is someone that shows up after you start attacking and they attack while your fighting someone else so they wouldn’t enter the sequence and it would be unfair? Also don’t you think it ruins the badassnes of a squad of coordinated combine rushing in and entering a heated battle with rebels? It would just look weird to someone watching away from the combat
person 1 shoots person 2
everyone freezes!
people surrounding will see a barrier between the players and a zone that automatically forces you into the fight if you enter
first round, person 2 for example can shoot person 1. while most/all shots will hit, the damage depends on a number of things.
distance, bone hit, gun skill, type of gun relative to gun skill, type of gun against level of armour, and a critical hit chance based on all that shit decides how much damage you do
Instead of a hit chance, there's just an amount of damage done and a critical hit chance. Technically a 'hit chance' was a thing in a test that took place in November, but people didn't like it. And it was a bug.
repeat
 
Also don’t you think it ruins the badassnes of a squad of coordinated combine rushing in and entering a heated battle with rebels?
It can, yeah. S2RP is always still an option though, if you wanted to use it.
But, you can't use S2K unless staff enable it for an event. S2K is way too flawed for HL2RP, anyway.
 


here's a not-absolutely-terrible demonstration of it against zombies
It didn't start with the first shot because I'd forced myself out of another fight about 10 seconds before. The camera sound is me manually 'tagging' a zombie to put it into the fight, which can stop people running away if they're involved but not automatically forced into the fight. Another feature, which I can't show without another player, is the TBC equivalent to Timescale. If you arrive 3 rounds into a TBC fight, you'll need to wait a little bit to start shooting. The readouts in chat can be made to have less detail (just your damage with none of the explanation), or turned off entirely
 
Ok but I do have a question about the turn based combat system, how the hell is it supposed to work? Cause first off how the hell do you enter the sequence where it shows you how many turns you have and etc, and second off what if there is someone that shows up after you start attacking and they attack while your fighting someone else so they wouldn’t enter the sequence and it would be unfair? Also don’t you think it ruins the badassnes of a squad of coordinated combine rushing in and entering a heated battle with rebels? It would just look weird to someone watching away from the combat
Basically you start the combat by attacking someone, be it by shooting/meleeing them and so on, this gives all the UI and stuff. That starts the combat, where there will be a timer which counts down to combat start, where the attacker is able to tag in other people, say a group of rebels running away. On combat start, the attacker gets the advantage to do their thing first and then the other person goes until the fight is over, either from no one attacking for a few rounds (I think 3 or 5) or the people in the fight end it themselves by a vote system which is just 1 button, or obviously by there being no one and nothing left to fight if just one person is left.

For people entering, if they attack someone in TBC already they're slotted in for next round after the current rounds active player or at the end of next round. The latter is the same for people who are brought in from a "tag" which is just someone in TBC damaging someone outside of TBC, and unless they're attacked while in TBC, they'll be at the end of the round for their turn. I think this is how it works anyway. The damage dealt from initiating TBC or tagging people isn't persistent, and I think ammo resets as-well. Also, whether it's your turn or not, you're able to crouch.

As for what it looks like from the outside, I don't really think it'd be weird, it's the same as RP'ed TBC, except without the arguments and accusations of powergaming and whatnot, and obviously quicker as you're not waiting for anyone to type anything, just get going.

Edit: Oh and in the video from Adam, you see that when combat starts the NPC's go first even though Adam attacked them first. This is because NPC's always take the first turn regardless of who starts combat whether it's them or players
 
Basically you start the combat by attacking someone, be it by shooting/meleeing them and so on, this gives all the UI and stuff. That starts the combat, where there will be a timer which counts down to combat start, where the attacker is able to tag in other people, say a group of rebels running away. On combat start, the attacker gets the advantage to do their thing first and then the other person goes until the fight is over, either from no one attacking for a few rounds (I think 3 or 5) or the people in the fight end it themselves by a vote system which is just 1 button, or obviously by there being no one and nothing left to fight if just one person is left.

For people entering, if they attack someone in TBC already they're slotted in for next round after the current rounds active player or at the end of next round. The latter is the same for people who are brought in from a "tag" which is just someone in TBC damaging someone outside of TBC, and unless they're attacked while in TBC, they'll be at the end of the round for their turn. I think this is how it works anyway. The damage dealt from initiating TBC or tagging people isn't persistent, and I think ammo resets as-well. Also, whether it's your turn or not, you're able to crouch.

As for what it looks like from the outside, I don't really think it'd be weird, it's the same as RP'ed TBC, except without the arguments and accusations of powergaming and whatnot, and obviously quicker as you're not waiting for anyone to type anything, just get going.

Edit: Oh and in the video from Adam, you see that when combat starts the NPC's go first even though Adam attacked them first. This is because NPC's always take the first turn regardless of who starts combat whether it's them or players
So what happens when you re-educate a citizen?
 


here's a not-absolutely-terrible demonstration of it against zombies
It didn't start with the first shot because I'd forced myself out of another fight about 10 seconds before. The camera sound is me manually 'tagging' a zombie to put it into the fight, which can stop people running away if they're involved but not automatically forced into the fight. Another feature, which I can't show without another player, is the TBC equivalent to Timescale. If you arrive 3 rounds into a TBC fight, you'll need to wait a little bit to start shooting. The readouts in chat can be made to have less detail (just your damage with none of the explanation), or turned off entirely

Is that a fucking zombie from black Mesa? Please don’t tell me that’s what the server uses I hate their growls I like the half life 2 and alyx screams and growls
 
Is that a fucking zombie from black Mesa? Please don’t tell me that’s what the server uses I hate their growls I like the half life 2 and alyx screams and growls
the zombie noises are probably from a replacement pack I downloaded, nothing to do with the server
 
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