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Half life 1 weapons
Half life 1 weapons













  1. #Half life 1 weapons mod
  2. #Half life 1 weapons manual
  3. #Half life 1 weapons series

Be careful in using them, as, much like the laser mines, they don't distinguish between friend and foe. While they are seen in the single-player game as enemies, you can also pick up a pack of your own to throw at the human enemies. Snarks are little aliens that would love to peck your face off. However, recent Steam versions have "fixed" this by disabling collision detection on the tripmines. In earlier versions of Half-Life, you could use these as stairs in deathmatch by placing them on walls and jumping on top of them. Laser mines are most effective against enemies that will chase you when they see you, like assassins or marines. To disarm a tripmine, you can either shoot the mine or detonate an explosive next to it (it is never advisable to try and bash it off with your crowbar). When the blue-green laser appears, the mine is active and will not differentiate between friend or foe, so be very careful around them.

#Half life 1 weapons series

The tripmine will make a distinctive series of beeping sounds before it engages its laser. To use a laser mine, simply place it on any surface. These explosives, recognizable by their tell-tale blue-green laser, make their first appearance in " We've Got Hostiles!". Laser tripmines are exactly what their name implies: laser triggered explosives. They work well placed around blind corners or among satchel charges that spawn naturally, as unwary players may not distinguish the active charges from the spawned charges. In multiplayer matches, these are the most useful of the explosives because they can be triggered on command. There are several areas of the game where it is necessary to send a charge to detonate trip mines blocking the path that cannot be cleared any other way.

#Half life 1 weapons manual

Generally, they are easier to use than the other explosives available in the game, if only for the manual detonation. Primary fire will allow you to throw one, while secondary fire will allow you to throw multiple charges before detonating. Satchel charges are small packages of explosives that can be detonated on command.

  • Damage: 150 at ground zero, less with distance.
  • The two halves of the story are weaved together by an unseen radioman who informs you about the wider events at the facility, an addition that Chistokhodov states was "inspired by games like Bioshock and SOMA. Day 2 is, as Chistokhodov puts it, "a classic 'try to escape Black Mesa'" trope. Day 1 focuses on the Marines' early encounters with the Xen aliens, with maps made primarily by the mod's co-creator, who goes by the nickname KRSK. The mod's action is split into two parts that Hazard Team refers to internally as "Days". "We tried to fill this gap and show some HECU action before the evac order."

    half life 1 weapons

    "Opposing Force starts with an osprey crash and Adrian Shephard being unconscious for a long time, and skips a big bulk of the Half-Life storyline" says Chistokhodov.

    #Half life 1 weapons mod

    Originally known as Soldier's Adventures, Hazard Team wanted to make a "classic" Half-Life mod that, in the words of its programmer Roman Chistokhodov "tells the story of the Black Mesa incident from the point of view of yet another character." The mod initially focuses on the Marines' opening assault on the Black Mesa facility. Hazard Team began work on the mod in 2009, after the launch of Induction.















    Half life 1 weapons