Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[HL2] Stunsticks, SLAMs, and Episodic flashlights #6777

Open
Malavek opened this issue Nov 27, 2024 · 4 comments
Open

[HL2] Stunsticks, SLAMs, and Episodic flashlights #6777

Malavek opened this issue Nov 27, 2024 · 4 comments

Comments

@Malavek
Copy link

Malavek commented Nov 27, 2024

Hi, since usable stunsticks were added in base Half-Life 2, I was wondering a few things:

First, so map creators don't need to turn on the command "stunstick_pickupable 1" at the start of their maps, I was wondering if the option could be added to the env_global entity for map creators to more easily enable it without messing with their players' consoles.
Second, will the SLAM be ported over as well given that it's fully coded and functional and just needs to be ported over the same way the stunstick was?
Third, for parity, will the Episode 2 flashlight be ported over to Half-Life 2? It wouldn't be the first time newer features were back-ported like with the updated vortigaunts and shotgun soldiers, plus it won't break any gameplay since the Ep2 flashlight is basically a "fixed" version of the 2004 one.
Finally, since a lot of bugs are still being fixed, is it still possible for fixing decal fading of the Tau Cannon and Stalkers to be on the table? I asked before but it was closed because someone else made a post about it, but there wasn't really a clear answer. Us modders (as far as I know) can't fix it for our mods since it's not in any released Half-Life 2 SDK code and is in the engine itself. It would greatly improve the base games but also allow modders to use the feature for our own weapon additions.

I really hope you'll consider this, thanks for reading.

@Marioiscool246
Copy link

Marioiscool246 commented Nov 28, 2024

With the stunstick, you can give yourself one even with stunstick_pickupable 0 by using the weapon_stunstick_player entity. The only difference with the other stunstick entity is that the particle effect will always be visible on the worldmodel.
redglowfade not fading properly was fixed too.

@Malavek
Copy link
Author

Malavek commented Nov 28, 2024

redglowfade not fading properly was fixed too.

wait fr?? I don't see it in the changelogs?

@Marioiscool246
Copy link

redglowfade not fading properly was fixed too.

wait fr?? I don't see it in the changelogs?

Yeah, I wanted to see if it was fixed out of curiosity when the 20th anniversary update released

@Malavek
Copy link
Author

Malavek commented Nov 28, 2024

redglowfade not fading properly was fixed too.

wait fr?? I don't see it in the changelogs?

Yeah, I wanted to see if it was fixed out of curiosity when the 20th anniversary update released

I checked when the initial update dropped and it did not appear to be fixed

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants