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Laporkan kesalahan penerjemahan
1. Finish - [C]:-1
2. OnRemove - lua/entities/npc_mortarsynth_2.lua:1286
3. v - lua/pbc_base/pcl_autorun.lua:1
4. unknown - lua/includes/modules/hook.lua:96
this mod adds a SNPC for your game! it can be found with the other combine baddies. lets get into the pros and cons!
PRO 1: very balenced for a synth (can kill with regular bullets)
PRO 2: very fun to fight (ill suggest having many of these guys)
PRO 3: fast, agile, and sometimes hard hitting=F.U.N
PRO 4: good model, sounds, animations and behaviours
-------------------------------------------------------------------------------------
CON 1: very low health
CON 2: likes to run
CON 3: i think it requires VJ base but you can say otherwise
(these cons aren't very bad tho)
Welp cya- Kugel
cant wait to try it out
now its officially near perfect
the only renditions on par with this one
are the ones for the dark interval and coterminous mods
but they function slightly different and have an arcing energy blast
fired from the launcher in the back instead of using the front two prongs
but of all the versions that do use them
this is easily the best one yet
still, rewriting a combine gunship entirely from scratch looks a bit of tedious work. what about commanding helicopters in a map to make them move around? there's an example for that as well, in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2140385821 . when you create a combine squad with this, you get a helicopter and a gunship that patrols around freely regardless of pathing present in map.
if you want a unique mortarsynth with an extended range, regardless of what that cvar is, it will be but you won't be able to spawn it through the spawn menu. i don't like occupying the spawn list with variations of the same thing. it will be spawned through console, like "ent_create npc_mortarsynth_2 spawnflags 256"
sk_mortarsynth_grenade_enabled 0
sk_mortarsynth_always_energy 1
to disable only the smg grenades:
sk_mortarsynth_smg_grenade_enabled 0
as its pretty much always a guaranteed hit
and even just an insta-kill in most cases
otherwise this is definitely the best rendition of this synth available
just needs a small balancing tweak
and perhaps also one the doesnt shoot the smg grenades
or at the very least have console commands to enable and disable certain firing types and change the damage values
if so then that would be grate
but if not then thats fine
the gibs are already interactable, though. you can gravgun punt them but they will not collide with anything.
- There should be more of a explosion sound when they die. If they already have one, maybe it should be a bit louder.
- I know you made gib parts for them and I may not want to sound nit picky but it would be a good idea for them to have the front gib part seen in their corpse animation
https://steamuserimages-a.akamaihd.net/ugc/1700658189067972910/C4F1F102F55E3BFB940A633381D481F7AFCDBE1F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
I was going to also say for it to be a fun detail for being able to interact with their gib parts like picking them up but idk if they'll be necessary. It's your choice if you want to.
Besides that, the MortarSynth is the best one ever yet and is enjoyable to fight!