The charged up beam at max charge can kill almost anything in the game with one hit.Ĭharging consumes more ammo than the primary fire does. It operates similarly to its counterpart in the original Half-Life: the primary attack fires a powerful beam, while the alternate fire is used to charge up and fire a more powerful beam. By default, the script file for the HMG1 references a nonexistent viewmodel ("v_hmg1.mdl" instead of the correct "v_HMG.mdl"), resulting in the player holding whatever weapon they were holding before equipping the HMG if the script is modified to reference the correct model it still will not appear when equipped, but fixes the burst-fire issues.ĭespite the name, there is no evidence of an HMG2.Ī portable version of the Tau Cannon found on the buggy is usable in the prototype. The burst fire mode will only function properly if the fire button is tapped, and holding it down still makes it fire full-auto.Īnimations for Combine Soldiers using it can be found in the prototype and final game, suggesting they were meant to use it.Īn earlier model called "v_hkgr9.mdl" exists in the game's files and can be activated by editing the HMG1's script file. It has horrendous accuracy (even in burst fire mode), but makes up for it with being the most powerful automatic firearm in the game. The HMG1 is an automatic machine gun using Large Rounds that can be toggled between full-auto and a three round burst with the right mouse button. This one was used on the OICW in some development screenshots shown in Raising the Bar. While the prototype AR2 uses the "Medium Round" ammo type, the FGD file indicates that the gun would use the "Large Round" type at one point.Īn unused texture for an earlier OICW can be found in the prototype's files. The XM29 OICW was replaced with the final's Overwatch Standard Issue Pulse Rifle (OSIPR), but the reloading animation and sound for NPCs using the OSIPR is still based on them holding the OICW in the final game. There are a few leftovers of this functionality in the AR2's code, but nothing that could easily be reactivated. The game's code, footage released a little bit before E3 2003, the internal name for the SMG1's grenade (AR2_grenade), and an unused animation for the AR2 suggest that the AR2 was supposed to fire grenades as well (like its real life counterpart did), but this was scrapped. However, while looking down the scope, the gun's fire rate is lower, like Counter-Strike's AUG and Sig SG552. The gun is even more accurate when zoomed in. When the scope is activated with the alt-fire key, the game zooms in almost as much as it does when using the binoculars and puts a light green overlay on the screen. The gun's accuracy is good when fired at full auto, though it has large recoil the longer the player holds down the fire key. The AR2 (based on the cancelled XM29 OICW) is a large assault rifle with a scope. The further right the | is, the slower the gun will fire. It consists of five - characters with a | character that represents the currently-selected fire rate that replaces one of the dashes. The current fire rate is displayed with a very crude ASCII graphic that's printed on the top-left corner of the screen. Once the gun has reached its highest firing rate, it will go back to its lowest rate when the player hits the alt-fire key again. Holding down the alt-fire key will make the gun constantly cycle through its firing rates. To swap from one mode to another, quickly hit the alt-fire key. It has five firing rates, from very slow (likely to simulate semi-automatic mode) to very fast. The gun's firing rate can be changed with the alt-fire key. Unlike the other automatic weapons, the AR1 has no animations and the arms use the AR1's textures instead of the proper ones. The AR1 (which is an AK rifle) is an assault rifle which has the unique ability of the player being able to change the gun's firing rate. The exceptions to this are the AR2 and the Tau Cannon. The vast majority of these weapons do not appear when the cheat "impulse 101" is used, suggesting that they were already cut before the prototype was compiled, but the team hadn't removed the weapons from the game entirely at that point. This means that the main differences between weapons in the prototype are their rate of fire and accuracy.ĥ per pellet (Easy), 8 per pellet (Medium and Hard) In addition, the player can only hold a certain amount of each type of ammo, no matter what weapon they use:įinally, weapons will do damage based on the ammo type they use, not the weapon itself. A list of weapons and the ammo type they use are below: Instead of each gun using its own ammo, there are certain ammo types that weapons share. The HL2 prototype uses a different ammo system from the final.
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