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Advanced visual abilitys for all 2 races
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Topic: Advanced visual abilitys for all 2 races (Read 2693 times)
shaolin
Posts: 2
Turrets: +0/-0
Advanced visual abilitys for all 2 races
«
on:
March 05, 2007, 08:24:35 pm »
...like in AvP or the cryvision in FarCry or like a nightvision.
...with lowering battery and stg alike by Aliens too.
...for credits or installed in helmet. (What about 2 helmets? -a normal and an advanced for more credits)
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Taiyo.uk
Posts: 2309
Turrets: +222/-191
Advanced visual abilitys for all 2 races
«
Reply #1 on:
March 05, 2007, 09:54:21 pm »
I'm not sure that additional "visual abilities" such as night vision would be helpful enough to justify the effort of coding them. Not to mention the can of balance related worms that the introduction of such features will open.
Alternative radar systems are already implemented in various mods - try a server that has the balance mod. Structures in dark areas are always clearly visible due to the way the lighting works.
The popular consensus is that adequately lit maps are preferred to implementing portable lighting.
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Paradox
Posts: 2612
Turrets: +253/-250
Advanced visual abilitys for all 2 races
«
Reply #2 on:
March 05, 2007, 11:50:33 pm »
I have something i added, a simple bind, i call it FarSight.
It pretty much toggles between r_lightmap 1 and cg_shadows 3, and then back to normal config, but it can help you see the places where humans or turrets are hiding, or aliens etc.
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Advanced visual abilitys for all 2 races