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Karnaaj

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  1. Well, they don't *have* to be able to get inside... but yeah, for stuff *that* size it might as well be accessable. I think part of my problem is that I've mainly been looking at lower-poly "bricks" in games like HalfLife, the Quake series, and Unreal. Dealing with a destructible world in S2 does make it more of a challenge. <G>
  2. Yeah, I figured this out later; since I want the Ju52 to be interior-accessable, it's got to be a "building" so the level-changes will remove the wings/fueselage roof correctly. More of a monster to build, that way, but then it allows the option of using damaged and destroyed chunks as scenery... crashed aircraft ranging from a collapsed landing gear all the way up to a debris field. Might just build a non-accessable, non-destroyable one as scenery first - the "pretty brick" option. Altho the smart thing to do in *that* case would be to start small... we'll see. (Hey, if I ever get something halfway decent-looking done, damn right I'm gonna foist it upon the public! <G>) Thanks for the info!
  3. OK, obviously I need to up my medications, because I' ve gotten all creative- and productive-feeling, and thinking of making 3-d models and such to add to S2 for map'n'mod use. However... Big Idea #1: a Ju-52/3m transport. Fully equpped with (explodable) fuel tanks, assorted switchable interior detailing (troop transport, paratrooper ship, cargo bird, REMF... uhm, staff/command setup), operable doors (so that detailing can be seen and destroyed) and even optional machine-gun positions! Question is, if I want it to be damagable/destroyable, will I have to build it as a building in the editor? Breakable glass, penetratable walls/floors/wings, if-you-don't-blow-it-up-with-a-grenade-there-should-still-be-a-hole, all kinds of good stuff. (In fact, this should go for a lot of "scenery", even if it's not really accessable by the characters. There's lots of assorted "eye-candy" that can be done up, but I suspect there'd be less pressure to try and produce it if it would end up being a pretty brick.) Big Idea #2: Guns. Lots and lots of guns. Big figgin' guns. <G> Given a new weapon model, would it be necessary to create a new weapons-use and/or reloading animation? (Something like adding a Johnson Semiautomatic Rifle, f'rinstance, or a fixed-position Type 92 machine gun; pump- or lever-action shoulder arms are a much different matter.) I'll probably have more (and stupider) questions in the future, but these will do for the moment. Whenever the editor manual comes out, I'll be grabbing that and seeing if I can puzzle it out, but I figured I'd better go ahead and ask these while I'm in the thrall of enthusiasm... Thanks! And if it doesn't help me (or if I end up lazy-bastard'ing out <G>), it might be of interest to others...
  4. "Vooshing" enemy into a fine red mist can be done easily with the mech sword on PKs; usually, I headshot, and *PAF* they're gone. If they're crouching, I just go for a generic (nonspecific) hit, and then it's not as likely that I get a one-hit kill, much less a voosh. Don't think I've seen any "disappearances" tho, unless it was one of the rare "blow 'em through the wall" things. (Snipe the guy on the ladder, and he apparently teleported, as the red "unknown target" showed up when he disappeared from LoS. Later, I found his body on the other side of the wall... think it was a "forced fall" kill.)
  5. Re: missing PKs in the Urals A couple times I ran that mission, enemy troops saddled up and drove 'em around (Impossible difficulty, Axis, solo scout)... as I recall, once was when I was discovered and kept drawing more enemy to my position (near the spawn-point, south of the barracks), and once was when I hopped into the PK accidentally when trying to enter the barracks. <G> Hopped out, and by the time I got back from clearing the building, the raygun-PK was heading down the hallway. <!> And the stupid rocket missed, so I was cooked. <sigh>
  6. Four at the Axis factory, six <?> at the UFO random mission, five or more at the Ural Industrial Complex, at least 3 in part one of the Swiss Factory, 10-12 in part 2... loot PK weapons and ammo from the Urals, if you can. Oh, and if you can annihilate all enemy in the Swiss Factory before the PKs are let out, you can make part 2 without having to play with 'em. (I've done it twice, in my repeated tries at that mission. Takes stealth, and sniping anyone near those doors before they can get 'em opened...) And all this with one bloody scout. <sigh> "No PK for you, body-carrier!"
  7. Actually, they were straight civilians - I had to manually attack (as opposed to "point'n'shoot"), and they didn't do anything offensive. (I think one managed to set off a booby-trapped window in one run-through. Otherwise, they ran around, made noise, opened doors and windows, and all in all got in the way. Oh, and revealed my position. Guess they were comitting suicide. <EG>) The only thing I can think of is that they were either *supposed* to go hostile sometime (altho they never did, even if I didn't kill 'em) or they were accidentally equipped in development. (Maybe they just picked 'em up, klepto or something, but I've not seen any *other* civilian looting.) Mebbe we need a "restraint" mod, where we can handcuff or tie people to the scenery? (And *then* blow up the joint, yeah! <heheheh>)
  8. Hmmm. I'll have to look - thought the ZB mag was two-space. <shrug> Of course, the other reason to grab the MG32 belts is for MG34/42 *use*. <G>
  9. When you can, grab the MG34 Belts for any Mauser rifle users. (Say, that sniper with the 98k scoped and silenced. <G>) 4 spaces in inventory, 50 rounds...
  10. In one of the Axis missions in Britain, killing a couple civilians will get you two Welrod silenced pistols... beating 'em into unconciousness should work, too, if you're more sqeamish/less mean. <G>
  11. Yeah, the cardboard is a pain - more trash, bleah. I'm just unthrilled with stacking the bloody discs... one of my Quake III discs managed to get atop-surface scrape, and so is trash. <grumble> And I can't find me spare one, either. Oh well. I'm gonna be playing S2 for quite a while, so... <G> gonna be demoing it at this weekend's LAN party, see if I can get some more folks drooling.
  12. Postmark: 4 November Arrived: 6 November Installed: A little later tonight <G> I do want to note that the two discs arrived in a generic DVD case - not one made for two discs, unless the longer spindle was designed for this purpose. Yes, they were *stacked*. <sigh> Maybe it's just me, but IMO it's a bit cheesy; I'd rather get a two-disc jewel case. (Oh well; I'm gonna cram 'em into a softcase with my other CDs anyways...)
  13. OK, kids, I just got a confirmation from GoGamer (www.gogamer.com) that my copy of S2 is on the way: "full English import version" in DVD hard-case. Now, as to *arrival* time... <G>
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