Forum posts

Posted 13 years ago2011-09-12 23:02:28 UTC
in Milestone Post #298898
Thanks all of you. I never really left. I check in all the time. Just didn't have anything worth posting.
Posted 13 years ago2011-09-11 23:23:34 UTC
in Milestone Post #298861
So in 2003 I released MINIMICUS for HL1. I was proud that thousands of gamers downloaded it, played it and liked it. On Friday, Sept 9th, 2011 I FINALLY met someone in real life who had heard of it - his room mate had played it and made him watch the microwave scene. Took long enough! :)
Posted 13 years ago2011-09-05 23:33:19 UTC
in monster maker properties? Post #298680
It's been a while since I worked with the monster-maker, but I do remember that I couldn't set the properties of the children to do what I wanted. So I created a way of teleporting a set of real monsters in, one by one, triggered when I wanted them. Look in the rmf included with LDSF in the 'fun with lasers' competition; http://twhl.info/competitions.php?results=4 There is an elevator that lifts each monster into a trigger-teleport to bring them into the map when they are needed. It was complicated, but it worked. It's nice to see people still mapping for HL1 after all these years.
Posted 15 years ago2009-09-08 19:08:43 UTC
in trigger camera transitions help! = ) Post #273119
Are you using a multimanager to control the timing of the sequence? Or are you controlling it another way? After initially starting each camera, you may need to trigger each camera again to turn it off before triggering it back on again.
Posted 15 years ago2009-02-16 20:39:11 UTC
in Pointfile to nothingness Post #262853
Only thing I can think of is, make sure you haven't accidentally placed any entities outside the map.
Posted 16 years ago2008-01-06 11:30:40 UTC
in Map of the Year || Best of 2003-2006 Post #242752
Thanks everyone! I appreciate all the votes and compliments on my maps.
My votes are:
1 - Timefall...I was one of the beta testers for this one, so I got to watch it improve to the final version.
2 - Issues...nice teamwork there.
3 - Star Wars... going into the tie fighter was cool.
4 - I would vote for Andy's CS map, but I couldn't find it.
Posted 17 years ago2007-09-09 12:50:57 UTC
in info_node? Post #233740
The multicolored sparkles are telling you that you have nodes that can't 'see' any other nodes. - There is architecture probably blocking them. In game, typing impulse 197 will show the node connections to the nodes nearest to you.
Posted 17 years ago2007-06-20 22:01:21 UTC
in Lego Half-Life Post #225920
I found this on Youtube. It's lego HL1. :)

http://www.youtube.com/watch?v=D2dTgHKbG4E
Posted 17 years ago2007-05-03 18:36:17 UTC
in Teleport delay and reset Post #220917
I set up an example map for you. You needed to control the teleport with a multisource that was controlled by an env_global. That setup allows you to control the reset. Take a look at the example map and let me know if you have any questions.
http://twhl.co.za/mapvault_map.php?id=4578
Posted 17 years ago2007-04-10 08:11:37 UTC
in Uplink burning vortigaunt sequence Post #218586
Compile your map with the prefabs in it, then post the compile log here. There should be an error message in there, telling you what the problem is.
Posted 17 years ago2007-03-12 08:23:06 UTC
in Problem with Nodes Post #215601
Sometimes the node sparkles appear around a node that can't 'see' any other nodes. You must have 2 or more nodes in an area where nodes are placed. They have to have a direct line of sight between them.
Posted 17 years ago2007-02-22 22:58:09 UTC
in Pwning the noobs Post #213413
I don't know if this deserves its own thread, but i thought it was funny.

http://www.albinoblacksheep.com/flash/pwningdanoobs
Posted 17 years ago2007-02-09 10:17:41 UTC
in Team DM: TWHL vs. SP Post #211987
Has the map rotation been released yet? I'll prolly need to download before I can join in.
Posted 17 years ago2007-02-07 10:42:01 UTC
in Draw Distance ? Post #211856
Be sure to let us know if OpenGL fixed the prollem. ;) That way anyone researching the same thing can find an answer.
Posted 17 years ago2007-02-06 10:08:32 UTC
in Draw Distance ? Post #211778
One thing that may help is to use OpenGL in the video properties of the game. It sounds like you may be using software mode, which limits the amount of polys that can be displayed (compared to openGL.)
Posted 17 years ago2007-01-18 10:02:26 UTC
in triger_push how to determine direction? Post #209878
Just make two trigger_pushes in wedge shapes that compliment each other. The bottom wedge pushes up and the top wedge pushes sideways in the direction you want. The player should rise and move sideways at the same time.
Posted 17 years ago2007-01-17 23:35:48 UTC
in func_train - Block stops in random pos.. Post #209868
Don't tie the train starting to a game_playerspawn. Use trigger_auto if you want the train to start when the map starts.
Posted 17 years ago2007-01-16 22:00:02 UTC
in Spirit crashes Half-Life Post #209782
There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapstransitcar
test.log for the cause.
What does this log say?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-28 23:07:22 UTC
in info_landmark problem Post #207840
Cool. Glad that worked. Level changes are tricky. :)
Posted 17 years ago2006-12-28 22:58:50 UTC
in info_landmark problem Post #207837
When Gordon is facing a certain direction, north for example (using top view in hammer), as he leaves the first map, he will be facing the same direction in the new map. It sounds like the two maps are not in sync directionally. Changing the angle parameter will not be able to fix the problem. To fix this, select the entire second map and rotate it so Gordon is facing the right way when he spawns in. Be advised, this may mess with other directional entities in the second map, like func_door_rotating.
Posted 17 years ago2006-12-23 10:25:16 UTC
in trigger_endgame after killing a mob. Post #207289
Also, I was never able to do this using monstermakers. I had to use the true monster_human_grunt entities or whatever.
Posted 17 years ago2006-12-20 10:27:52 UTC
in trigger_endgame after killing a mob. Post #207040
You don't know which monster will die last, so they need to be connected to a multisource somehow. If you DO know which monster dies last, then tetsu0's idea will work...
Posted 17 years ago2006-12-19 23:34:30 UTC
in Competition 22 Post #207012
Why such a brief......... comment - i mean, +'s?????? what happened to the lengthly write-up?
sigh Slayera shakes his head ruefully. :roll:
Posted 17 years ago2006-12-19 23:30:50 UTC
in trigger_endgame after killing a mob. Post #207011
It can be done by hooking a multisource to your trigger_endsection. The problem with getting it done is you can't target the multisource directly from the death property of the monsters.
One solution is, The death can trigger a hidden func_button that CAN trigger a multisource. Each grunt would trigger a different button. Each button is hooked to the multisource. When the last button triggered, the multisource is triggered and that can trigger your endsection- make sure the buttons are set to stay on when triggered (-1).
Posted 17 years ago2006-12-19 10:10:16 UTC
in A few questions Post #206916
The scripted sentence isn't working because you didn't use the sentence name, you used the wav name. Put !SC_TEAM in your scripted sentence and see if that works. You can look it up in sentences.txt; the sentence name is in capital letters. As for #3, you would use a func_rot_button for that.
Posted 17 years ago2006-12-18 23:08:49 UTC
in Competition 22 Post #206863
Compo results were written by SlayerA
I was only asked to submit my notes, not a write-up of the winners, or I would have done a better job of writing things up. I didn't know they were going to be printed word for word. Ant's writeups above could be used in place of my notes. Anyway, congrats to the winners; nice job.
Posted 17 years ago2006-12-15 18:51:43 UTC
in monster maker help Post #206279
The answer to the first part is, you can't trigger a multisource directly from the death of a grunt. One solution is, The death can trigger a hidden func_button that CAN trigger a multisource. Each grunt would trigger a different button. Each button is hooked to the multisource. When the last button triggered, the multisource is triggered - make sure the buttons are set to stay on when triggered (-1).
The second question would be to use trigger multiples (t_m) that are each near a monsterspawn, but each t_m is tied to the spawn that is out of sight. The t_m's can be controlled by the multisource if that's what you're going for.
Posted 17 years ago2006-12-06 21:14:48 UTC
in Func_train to rotate on Y axis? Post #205268
Are you mapping for HL1 or something else? The angular velocity should be in the func_train properties, not the path corners.
Posted 17 years ago2006-12-05 22:59:01 UTC
in Func_train to rotate on Y axis? Post #205200
Make sure your ship (func_train) has an origin brush. Then in the func_train properties, set the angular velocity to something like 50 0 0.
You'll need to play with it to get it to rotate at the speed you want. Anyway, when you trigger the ship to sink, then it will rotate at the speed you chose. If it rotates the wrong way, set one of the other variables in the angular velocity field, like 0 50 0 until it looks right. You can even set more than one to get it to twist and rotate, like 50 25 0.
Posted 17 years ago2006-11-30 10:04:30 UTC
in origin of your e-identity? Post #204573
Anyone remember the Sega genesis console? It had a game called "Road Rash II." The default player name came up as PlayerA, so rather than delete the default and type my name, it was easier just to change the P to an S to make SlayerA. I've kept the name ever since.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-05 00:09:38 UTC
in Mindless violence game Post #201949
i just found this game; it was extremely addictive. Thought I'd share it with you. http://www.albinoblacksheep.com/games/mindlessviolence
Posted 17 years ago2006-11-01 20:02:52 UTC
in Question about multisources Post #201642
Wow, that will be really complex. Take it in small steps. Do you have the multimanager working already? Maybe you could just cause the staircase to become a bridge again after a short pause by triggering another multimanager, rather than trying to control it with the multisource. That way, you've already got all the pieces in place, you just have to add the part the turns the staircase back into the bridge. Also, it will be very difficult to get the staircase to turn; it can probably be done, but it will become very complex.
Posted 17 years ago2006-11-01 09:50:39 UTC
in Question about multisources Post #201573
And so if one of the func_buttons turns off, you want the multimanager to stop on whatever step (1-10) it is performing? Is that right? It will be complex, but can be done...but it can't be done within the same multimanager. Let us know if that's what you're trying to do and we'll offer some suggestions.
Posted 17 years ago2006-10-31 10:05:43 UTC
in Question about multisources Post #201487
Tell us what the multimanager is doing. Usually once you trigger a multimanager it has to complete it's routine. I don't know how to turn off a multimanager; although there is a way to set up two multimanagers in a loop and control the looping. Let us know what you are trying to do and we can help.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-10-28 08:04:22 UTC
in Competition 22 Post #201144
I like it when people post their compo maps early for all to see. But since I'm judging this one, I won't look at any maps until after the deadline. I don't want to get familiar with any of them until then.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-10-25 21:47:42 UTC
in Sound problem Post #200856
Do you have your half-life executable set to accept development commands? Mine looks like this C:SIERRAHalf-Lifehl.exe -dev -console
Posted 17 years ago2006-10-25 21:30:22 UTC
in Ker-a-zee Door Post #200855
Here's the example map for this. It looks great! Link
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-10-24 19:22:13 UTC
in Trigger_camera gone crazy Post #200742
If you can put it in problem maps, I'll have a look.
Posted 17 years ago2006-10-24 07:51:25 UTC
in Trigger_camera gone crazy Post #200653
I can only guess, but it seems that once you trigger any camera, that camera's hold time needs to be long enough to contain any other camera sequences you use in that map. I haven't tested fully, and I've only used multiple camera sequences that were back to back. For instance, I've never tried a camera sequence at the beginning and then another at the end of one map with a long time in between.
Posted 17 years ago2006-10-23 19:58:32 UTC
in Trigger_camera gone crazy Post #200615
I didn't know there were 3 cameras... extend the first camera's hold time by 20 or more; that's the problem.
Posted 17 years ago2006-10-23 07:59:09 UTC
in Trigger_camera gone crazy Post #200511
It sounds like the camera is being triggered a second time 1 second after it starts...perhaps on the 'fire on pass' property of that first path-corner? I've found that I have to place the camera near/behind it's first path-corner. Also try a faster acc/dcc speed like 500/250 and initial speed 85; that's what I use in my maps. Also, moving camera through its path corners is like driving a car on ice; it tends to overshoot the path when turning. The paths are more like suggestions to the camera entity.
This post was made on a thread that has been deleted.