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InsideQC Forums • View topic - Non-Killy Weapons

Non-Killy Weapons

Non-technical talk about multiplayer and singleplayer gameplay and game design.

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Postby spamalam » Tue Aug 08, 2006 5:33 pm

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Postby neg!ke » Tue Aug 08, 2006 5:49 pm

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Postby Gilgamesh » Wed Aug 16, 2006 7:51 pm

#EOP
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Postby McKilled » Tue Aug 22, 2006 9:49 am

in the killer pack there was also a freezer gun, i dont think it really hurt the enemies either .. until later :roll:
________
Last edited by McKilled on Tue Feb 01, 2011 2:17 am, edited 1 time in total.
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Postby Tei » Tue Aug 22, 2006 5:01 pm

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Postby RenegadeC » Tue Aug 22, 2006 10:01 pm

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Postby Entar » Tue Aug 22, 2006 10:54 pm

Yeah, I was thinking earlier about making one where it's third person (maybe platformer? I dunno) and you get past certain puzzles and situations using special abilities that only certain Quake monsters have, so you morph. Maybe use the ogre's grenade launcher to grenade jump, or use the fiend to jump real far.

I think this is the product of seeing Tei's post right after watching that V*lve Portal video...

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Postby RenegadeC » Tue Aug 22, 2006 11:24 pm

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Postby Entar » Wed Aug 23, 2006 12:26 am

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Postby INU » Sat Aug 26, 2006 9:45 am

South Park (N64, and possibly other platforms?) that was made a while ago had alot of "non-killy" weapons with alternate fire modes.... I'll just rattle off a few that I've remembered...

+Snowballs - Throw snow balls. Alt-fire are yellow snowballs which act like grenades (the character actually unzips his pants before throwing)
+Dodgeball - Throw a bouncy ball. Alt-fire is a faster, bouncier dodge ball
+Cow Launcher - Fire a cow that will land on top of other things... Interesting in split-screen multi-player, where you can see the effects on both the attacker's and victim's screen. Attacker sees the other player being sat on by the cow, and the victim sees the cow's ass (lots of detail). Alt-fire was sort of a gas-grenade thing.
+Alien death ray? - Forgot what it was called... It was one of those old-style record players. When you shot the opponent, it made them sing a song while dancing.

In a Q2 mod, I read up on (but didn't download) the BFG was modified so it would transmutate the thing you fired at into a random item. In Q3A, the Bouncy mod made every almost weapon non-lethal (the exception being that you nock a player into a wall or into bad things, or by freezing one with plasma and breaking with the shotty or rail).
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Postby TargetPractice » Sat Dec 02, 2006 6:24 am

I never thought hearing pained, fearful screams could make one feel so... uplifted.

What?
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Postby frag.machine » Sat Dec 02, 2006 1:37 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby TargetPractice » Sun Dec 03, 2006 1:18 am

There is an error in my impact physics from earlier: The player shouldn't slide, but instead bounce. My logic(Probably erroneous, but...) says that the relative damage value should still work, despite it being an elastic collision.

Another idea: Super Coffee! If caught by a player(flung at him), it causes him to suffer inaccuracy from everything shaking!(Probably would increase speed, though... Possibly also appliable as a [usable] powerup?)
I never thought hearing pained, fearful screams could make one feel so... uplifted.

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Postby frag.machine » Sun Dec 03, 2006 10:58 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Spike » Sun Dec 03, 2006 11:55 am

.
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