listingsfoki.blogg.se

Team bombsquad
Team bombsquad










The team provides K9s in support of SWAT and fugitive operations to include: apprehension, building search, tracking, and article search.

  • Sometimes the flashlight glitches in the conveyor belt maze in chapter 10.The SLED Bloodhound Tracking Team is a specialized tactical unit that assists federal, state, county and municipal law enforcement in locating wanted and missing individuals by utilizing bloodhound-mix tracking dogs.
  • This is not only unrealistic, but it also prevents level designers to use HDR if any reflecting Half-Life: Source material is used.
  • Materials are set to reflect a pre-made cubemap.
  • In background07.bsp, the Tentacle does not kill the Barney, so they attack each other forever.
  • In c4a2 to c4a2vb, the gonarch will not attack you, will not spawn baby headcrabs(or spawn very few), and when a projectile from it hits the ground, it creates a black box.
  • In c2a4c, a really f***ed up shader pretty much makes it unplayable, causing severe graphical artifacts.
  • If holding a revolver in the transition from c2a3d to c2a3e, you will not spawn empty handed.
  • team bombsquad

    In background_007, the scientist is invincible, and in the respective "Blast Pit" map(c1a4i), he has a chance to do the same, or not go and attack the Tentacles.In c1a1f, when the scientist smashes the headcrab with the cabinet, no blood is displayed.In c0a0d, the robot walking into the radioactive materials resets its position into the air.At the start of "We've Got Hostiles"(c1a3d), if you hurt the scientist who screams "For god's sake open the silo doors." while standing in front of him, instead of running past you and through the tripmine, he will run to the security office door and it will open, allowing you to bypass the entirety of the "We've Got Hostiles" chapter if you desire.At the start of "We've Got Hostiles"(c1a3d), the first soldier you see targets you instead of the scientist who had run down the stairs.Crowbar hit sound is always same as if you hit metal.Music tracks stop playing after level transitions.

    team bombsquad

    Footstep, button and door sounds are inconsistent with HL1.In the fourth room the portal ball projectiles send you to, jumping to the teleporter in the ceiling may result in the player being teleported back into the same room instead of the Nihilanth pit.When walked over, they bounce after you're off them. Nihilanth's portal ball projectiles are now indestructible as of my latest playthrough.Some have increased health, so it's taking more ammo to kill, referring to original game.This fails, as the grunt is called monster_human_grunt. Impulse 76 does not work, instead the command attempts to spawn NPC_human_grunt.Dropped ammo and weapons aren't set to the angle of their absolute origin.Grunts with commander and grenadier bodygroups are still protected by helmets.Decals can be painted on a grunt's weapon.Helmets still protect them, but there's no sprite and leaves a flesh impact decal.Sometimes a loud screeching sound can be heard when they attack.When they sleep, their eyelids don't shut.If afraid, a scientist can get stuck in a loop of trying to run away and playing a frightened animation.The model is in the game files and should be used instead. It uses models/w_squeak.mdl instead of models/w_sqknest.mdl.

    team bombsquad

  • The snark pickup uses the wrong model.
  • team bombsquad

    This was only active in HL1's multiplayer. Umlauts like "ä,ö & ü" do not exist in the German Version of Half-Life Source.












    Team bombsquad