Forum posts

Posted 9 years ago2015-06-05 23:58:54 UTC
in Func_Door and its Uses Post #325821
yeah here's another example.
You must be missing something.
If all else fails, post a problem map.

http://twhl.info/vault.php?map=6063
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 21:03:10 UTC
in Func_Door and its Uses Post #325814
it shouldn't be.

Place a multisource above the door, and name it door_master
open the door's propertiers and set the master field to door_master

the door will not open unless something triggers the multisource

so if the key is a button, set the target to door_master, then set the delay before reset to -1
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 18:29:03 UTC
in Help with making a better counter Post #325811
To be honest, I'm not sure if you can pause sprites the way you're thinking.

From what I understand, you're using the framerate of the sprites to actually display the time... It seems that the engine doesn't actually know what time that clock is set at.

Since you can only toggle a sprite's visibility, and not directly set a frame number, I'm not sure if you can get this working the way you want.
We can probably figure out a way around this.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 18:15:35 UTC
in Func_Door and its Uses Post #325810
The door will automatically do that if you set the "Locked Sound".
There will be no need for a multimanager because the door knows if it's locked or not.

So in place of the button in my example map, have the key trigger the multisource....

You could make the key be a button that moves itself into the floor really fast and stays there... Or you can have the key be a cycler_sprite and place a trigger pointing to a multimanager that hides the cycler_sprite and then triggers the multisource.

There are many ways of doing this, I'm sure you'll figure it out!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 18:07:50 UTC
in Func_Door and its Uses Post #325808
You're looking in the wrong place, my friend.
You need the "Master" field.

http://twhl.info/vault.php?map=6046

That should help you out!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 14:32:26 UTC
in Help with making a better counter Post #325804
I can't look at it since i'm at work, but I'm not sure what you're talking about when you're using sprites.
I have a clock laid out with lasers, but there's multimanagers controlling the timing logic.
By putting a trigger_relay in between the firings of the multimanagers, you can effectivley pause the clock.

Can you dive into specifics about how you want your sprite to behave, and what is going wrong?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-05 12:10:43 UTC
in Post your screenshots! WIP thread Post #325801
Nice dim! love the lights.
But what about parenting?
You specify a reference entity for the entity you want to measure, and then another reference entity for the entity you want to move. The 2nd reference entity is parented to whatever you want to follow. (my HUD for instance)

So i just used non-rendered func_brush entities as references. one is stationary, one is parented to my hud.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-04 11:31:07 UTC
in WallHeath Charger: time between use Post #325795
Wouldn't you just create a variable like Charger_cooldown, and set that variable to a time?

pseudo code:

If (used && Charger_cooldown <= 0)
{
Heal
}

if (<timer reset criteria>)
{
Charger_cooldown = <time>
}

then you'd have to define the timer code.

I think there's a game tick somewhere that toggles every 16.66ms (i could be wrong) but then in THAT code, you'd need to decrement the charger_cooldown

SO it could be like
if(game_tick && charger_cooldown > 0 )
{
charger_cooldown--;
}
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-02 19:49:44 UTC
in How to put jumpscares? Post #325781
Dark room with a light in a certain area to draw the players eye / distract them.
Then put a headcrab behind a crate or something.
OR just spawn something in front of the player with a loud bang.
Then de-spawn it.
Works everytime but it's super annoying if overused.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-02 19:48:23 UTC
in Your Apex Map — Your Mapex Post #325780
Yeah I would just like to Finish a project I once was excited about.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-02 17:56:32 UTC
in TWHL Tower Post #325777
Unruly residents berate you! So quickly, Urby, erect said tower!
(URBYSQUEST)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-02 12:18:38 UTC
in How to make tanks and jets? Post #325774
As far as jets go, the ones used in the cliff level in Half-Life 1 were func_trains that moved really fast.

Make a jet out of brushes, give it an origin and make it a func_train.
Setup a string of path_tracks for the jet to follow.
Set the 'first stop' location and the 'initial speed'

Like the func_tank, in order to be orientated properly (not fly sideways), the jet must face left->right when looking at it in the Top view.

trigger an 'ambient_generic' for the flyby sound.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-02 03:16:12 UTC
in How to make tanks and jets? Post #325769
PIKA!!!!
Check this out: http://twhl.info/vault.php?map=6059
Also a really poorly made walkthrough on how to set everything up: https://www.youtube.com/watch?v=VthXwtlr1NQ&feature=youtu.be

I made it just for you :D
I get bored.

Also, feel free to use my prefab that 2muchvideogames linked. It'd make a perfect starting point for your tank!!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-29 12:41:21 UTC
in Post your screenshots! WIP thread Post #325715
Theres an entity called logic_measure_movement that reads movement of one entity and applies it to another.
It's how I did the minimap for Bosconian. It can definitely be applied to something in the skybox.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-27 18:44:21 UTC
in Scope' s TGA. How are they done? Post #325699
What are you making?
Looks like a mech fighter game - ineteresting
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-27 18:38:25 UTC
in Your Apex Map — Your Mapex Post #325697
Don't even get me started on faceposer :heartbreak:
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-27 18:13:14 UTC
in Your Apex Map — Your Mapex Post #325695
Take a look at the valve developer wiki some day, and just poke around some of the entity descriptions - there's bugs in a surprising amount of entities that have shipped with the game.
I'm sure that the bugs didn't affect Valve too much, but the community gets hit hard with them when they're trying to do some complex entity work.

I'm not saying they don't know what they're doing - the software guys at valve are really smart and they do great work.
So you're correct that the things are broken for a reason; delays or budget reasons probably.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-27 16:51:55 UTC
in BOSCONIAN - Map Pack Post #325657
Thanks for the Review Capt! It made me want to fix it again :D
Next update will hopefully include Diagonal movement and I'll try to get the firing to be more responsive.

Also, I just read your review in the Vault, Thanks.
In response to this:
Also Brett, REALLY NICE job scripting this! Would it be possible/practical to make a MP version, where say you have 5x5, both teams with their own motherships and fighters? =D
Probably... You'd need some sort of waiting room with consoles on each side. Once everyone is ready and has chosen a side, the players walk up to consoles to control their ships.

As it stands right now, the HUD is parented to the camera... so if another player's ship flies in your view, you'd more than likely see their HUD as well XD. So I can probably get multiple ships working, but I would need to figure out how to change the HUD. It'd be funny to see as well... I could control friendly fire too :-P
I may have found an AI improvement.... I'll test in a few hours.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-26 15:05:49 UTC
in Your Apex Map — Your Mapex Post #325684
Urby... Bruh
this would certainly be a feasible option in a defence style game or mod
HL2 tower defence game where you build towers with citizens in them (or func_tanks) shooting at enemys in waves. Upgrades can be bought for the citizens by modifying THEIR skill config file. :gak:

Oh man I SO WANT to do a proof of concept for that.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-26 13:17:26 UTC
in Enable button Post #325678
check out this example map: http://twhl.info/vault.php?map=6046
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-26 13:16:22 UTC
in Your Apex Map — Your Mapex Post #325677
In my quick bit of testing, the values reset themselves after every map load.
I didn't try saving however.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-26 11:57:22 UTC
in Your Apex Map — Your Mapex Post #325672
A slight downside to the entity-driven RPG would be level changes. There would need to be a logic_auto that ran every time you changed levels to update the skill configs from values stored in global math_counters.
Doable, but probably only worthwhile as a proof of concept.

That and I'm not sure you'd be able to check what level everything is at.. Although you could always have a game_ui reading a button press that pulls up an "inventory"... AKA a camera looking at a wall displaying levels and xp and such
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-25 19:51:22 UTC
in Your Apex Map — Your Mapex Post #325667
It's not a hack.
It's a point_clientcommand sending information straight to the game variables. IF anything, it's just a clever use of entities.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-23 20:57:27 UTC
in Post your screenshots! WIP thread Post #325644
Absolutely bruce.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-23 13:39:21 UTC
in Your Apex Map — Your Mapex Post #325631
Sounds like Natural Selection but with Zombies. I would play every single one of these maps/mods!
EDIT

Turns out you can control weapon damage and stuff with the I/O system. Maybe a code-free HL2 rpg can be created!
Check out everything starting with SK_*
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-21 17:26:48 UTC
in Your Apex Map — Your Mapex Post #325621
Kachito, that looks like something easily achievable in Source.
It's essentially the Episode 1 city sections with a bunch of Striders hanging around.
You can use Color correction to make the entire game black and white.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-21 13:07:09 UTC
in Your Apex Map — Your Mapex Post #325618
Or a crapload of entities.
The issue lies with the inability to directly control weapon stats with existing entities.

My version of an RPG will have a level 1 weapon have low power and low accuracy with a high reload time. The more you level it up, the Accuracy cone shrinks, reload time drops, and damage output increases. Either that system, or each level gains an attribute point that you can put towards any weapon function. (If anyone played Pariah for XBox, sorta like that system)

Also my system would have increases in player function as well. Suit upgrades: Jump height, run speed, zoom increases, armor / health increases.. suit power/recharge (for sprinting and flashlight)

All that would require code :( boooooo
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-21 12:56:58 UTC
in Post your screenshots! WIP thread Post #325617
Damn Atom, nice work!
Be careful with the func_movelinears. I found that when they're parented to anything, and they change direction, they will jump a few units in the Z direction - that could mess up your aim for sure.

As far as health goes, For my game, I used a func_breakable parented to the ship with 99999 health. And I fired an output "OnHealthChanged" that decremented a math_counter that displayed lives.

When the life counter hits zero (OnHitMin) i triggered the 'end game' logic
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-20 14:28:11 UTC
in Your Apex Map — Your Mapex Post #325606
I've always wanted to, but you need to custom code anything like that :(
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-20 13:04:36 UTC
in Your Apex Map — Your Mapex Post #325604
Urby, your description almost sounds like a Just Cause game. It's a great theme!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-20 11:35:20 UTC
in Your Apex Map — Your Mapex Post #325602
I'd happily trade my skills in for more creativity.
I've lost most of it since I started working.

I would say I'd like to be able to map an Epic RPG adventure. Complete with Green, misty, bubbling swamps.. glacier blue ice worlds, fire caverns.. All with exquisite detail..

Perhaps I can try
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-20 10:32:56 UTC
in How's everyone been? Post #325601
Heyo!
I've been busy - Graduating college and stuff. Also, <shameless plug>, I wrote a book on the Source SDK - Clicky
Glad to see the old timers dropping in from time to time!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-19 22:35:40 UTC
in BOSCONIAN - Map Pack Post #325594
I have a new version coming once I feel like working on it again TBH.
I can fix the firing rates, and I want to speed it up, but once I do that, It's really just making different levels and releasing it.
Kinda not in the mood to work on it right now - y'all know the feeling I'm sure.

But with everyone posting in the thread, it helps keep my mind on it.

I'll release another version for sure.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-19 13:02:54 UTC
in BOSCONIAN - Map Pack Post #325585
I haven't thought of that yet.
I've only tested the game on my computer running a 16:9 aspect ratio.
I'm not sure how the HUD will react to different aspects.

In other news, I fixed the 'shooting sideways' bug.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-18 20:50:30 UTC
in Airsoft Post #325580
Dude... Your arm... Should be like every FPS arm ever
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-17 21:41:57 UTC
in Apollo XXX Post #325573
Any trigger has a "Master" that needs to be active for the trigger to work. Make a multisource to act as the master. Check out an example: http://twhl.info/vault.php?map=6046
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-17 16:43:41 UTC
in Apollo XXX Post #325565
You could probably overlap the triggers and randomly active the Masters. (multisource)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-17 16:26:23 UTC
in Func_Door and its Uses Post #325563
Archie wins.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-14 12:54:36 UTC
in Looking for all your SP maps and mods Post #325546
Hey Phillip, I'm working on a map pack that I plan on eventually turning into a Mod. I'll post a link here when it's complete.
In the meantime, this is the dev thread: http://twhl.info/forums.php?thread=18725&page=last
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-14 11:46:51 UTC
in BOSCONIAN - Map Pack Post #325545
Thanks Atom!
I tried to hold pretty much true to Bosconian; enemies one shot you. I might make the player lasers more powerful so it's more balanced, but I think I can balance it out by using different attack strengths for an Easy, Medium or Hard mode.
The major thing I'm missing from the original game is Diagonal movement; but I just haven't set my mind to figuring that out yet.

Gameplay hint - Use your reverse lasers ;)

If you wan't some help setting up a vertical scroller, let me know and I will definitely help. I've learned a LOT about the logic system and func_tanks making this game so I'll be happy to answer any questions, or set up a base level for you.

I think your head might explode if you saw the VMF but It's a very flexible system and making this into a vertical scroller should be pretty easy.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-14 10:28:40 UTC
in BOSCONIAN - Map Pack Post #325543
Well that level, for example, took me about a minute to create because i spent my time perfecting the prefabs.
So you just drop prefabs down in any pattern you want - fortresses and mines are prefabbed.
Then you specify fighter spawn points and intervals.

The difficulty will increase with a greater density of enemies.

Its a game made in 1981.there really isn't much to it.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-14 02:41:14 UTC
in Static Model Request~~~~~~~~~~~!!!! Post #325540
Sounds fun.
I made a tutorial series a while back that explains the setup to export from Blender to Goldsource.
The plugin actually exports a Source .smd file.

https://www.youtube.com/playlist?list=PL9CPpo_1svGNnZI1iPL2peExsuPk3gYWN

Check out the first video in that playlist to get an exporter working for blender. From there you just need to compile the model (easier said than done, of course)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-14 02:36:08 UTC
in BOSCONIAN - Map Pack Post #325541
Hey everyone, Beta_002 is out!

This update included a Laser attack overhaul. I finally solved the particle spam problem that happens when the fortress opens or the ship starts firing in a new direction.

That was crashing the game previously BUT I FIXED IT - what a relief too because the game runs like butter now.

Grab it HERE!

Some more entity spam for you:
User posted image
From left to right:
AI Control Logic
Ship Direction Logic
Ship Laser Logic
Menu Logic
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-13 22:42:41 UTC
in BOSCONIAN - Map Pack Post #325535
This will serve to be the discussion thread for my Bosconian project so I don't need to Hijack the WIP thread anymore.

BETA 001 was released on 5/12/2015 - http://twhl.info/vault.php?map=6054
KNOWN BUGS & ISSUES AS OF 5/13/2015
1) There is only 1 level
2) There is no End of Game
FIXED
Small fortress guns don't always fire
Respawns are a bit glitchy
Lasers are difficult to see against background
Player ship shoots too far - player can essentially snipe across map
Game is Noisy
ALMOST FIXED
Enemy fighters tend to bunch up
Enemy fighters don't always die when shot
Small fortress guns don't always fire
Game is Noisy

There's something fishy with the func_tankpulselaser entities I'm using for the projectiles. I originally set a 'Max target distance' of 512 units but it seems that setting is opposite and the lasers only fire when you're outside that range. Anyway, I fixed it by manually Enabling / Disabling the lasers with physical triggers circling the fortresses. This also keeps the noise down because the Fortress Main cannon timer is also Enabled/Disabled with the proximity triggers.

Respawns are a bit glitchy
I tweaked some of the timings and it's functioning much better now. After your ship explodes fully, you zip back to spawn and start again. I was having issues with the ship's collision box actually colliding with stuff while you're zipping to spawn, but I fixed that by unparenting the hitbox, then teleporting it back to spawn, then re-parenting it back to the ship when it got there.

Enemy fighters tend to bunch up
Enemy fighters don't always die when shot

I'm still keeping the Enemy Fighter navigation a secret until it's working perfectly... but I did get it working better than before

Lasers are difficult to see against background
I will have to make some new backgrounds. The nebula is too colorful. For now, the BG is just black, and all the particles/lasers show up perfectly.

Player ship shoots too far - player can essentially snipe across map
Was as simple as reducing the lifetime of the laser pulse

Diagonal movement is odd
So tonight was the first time I've encountered this:
User posted image
I haven't officially added any movement other than cardinal and I wasn't originally going to include diagonal movement, but I might in the future - this will stay as is for now.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-13 21:34:21 UTC
in Post your screenshots! WIP thread Post #325528
What's it gonna be?

Mine is released - beta
http://twhl.info/vault.php?map=6054

Unrelated note: Game looks awesome in wireframe
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-13 17:16:26 UTC
in HELP: Basic shapes and grouping Post #325533
If you're doing this for Source, Might I recommend using Models (prop_static) or Displacement terrain -Linky.
Rather than a func_detail, I would make a func_illusionary, and put a simplified collision brush overlapping it.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-13 00:58:28 UTC
in Post your screenshots! WIP thread Post #325526
Damnit, Archie! Obviously I need to publish an addendum.
Thats the best link I've followed from this site.
I'm honored by the quality of the video
I've decided to throw together a level. One should be good enough for beta.
I'll big fix with the single level and then just toss out a map pack when I have more features.
Also, If anyone wants to help design levels, let me know, I think it will be fun.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-12 19:40:51 UTC
in Post your screenshots! WIP thread Post #325524
TMA, the only media I have so far has been posted here but I'm hoping to release a beta SOON - Under a week, I Promise (I don't take that promise lightly either)

There are three main hurdles to overcome and then I'm counting on some of you guys to find any bugs:
  • Menu screen with Start and Quit buttons
  • 5 Levels
  • Lives and Scores carrying into new levels.

In my dreams:
  • High Score Counter that will save if you exit the map

Did I mention that enemy ships actively hunt you down kamikaze style?
That's a neat setup too - wacky, but neat.

I plan on doing some sort of tutorial or write-up on how I linked everything together. So you can make your side-scroller!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-12 16:12:40 UTC
in Post your screenshots! WIP thread Post #325522
They don't look for certain buttons; they actually reference different Axis.(I just referenced the default keys) So A and D default to the X axis while W and S default to the Y axis.
As shown in the Logic_Compare Tutorial:
User posted image


And I also haven't tried all the movement keys at once. I would imagine that the system would react to whatever the last input per axis was.
Mine is setup with different names, but the X axis controls the func_tracktrain and the Y axis controls the func_door.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-12 14:24:37 UTC
in Post your screenshots! WIP thread Post #325520
The player is in a separate chamber.
When the map starts, the player falls into a trigger_once that activates a Game_UI. The Game_UI reads the keyboard/mouse and forwards the information to logic_compares. The Logic_compares check the value of the inputs and then make decisions based on the value of the W, S, A, D keys and the mouse button (for shooting).

Horizontal player control is a func_tracktrain moving left to right between 2 control points (with one in the center as a starting reference).
There is a func_door parented to the func_tracktrain that controls vertical movement.

The 'player' is just a func_illusionary parented to the func_door so there's full X/Y range of motion.
The HUD and the camera are also parented to the func_door.

What you end up with is a Top-Down game controlled with WSAD and the mouse button.
I tried doing this with func_movelinear, but they tend to jump a few units in the Z direction if they change direction while parented to something - a very nasty bug. I needed to find a work-around because my player and enemy hit boxes are dependent on elevation.

I wanted to add the ability to teleport between screen edges, but it's not in the cards with the func_door. Also, you can't parent a func_tracktrain to anything.
Essentially:
A Key Down: Tracktrain Reverse
D Key Down: Tracktrain Forward
A and D Keys Up: Tracktrain Stop

W Key down: Set move speed to 100, Open Door
S Key down: Set move speed to 100, Close Door
W and S Keys Up: Set Move speed to 0

Mouse 1 Down: Fire Lasers (Func_tankpulselaser)
Mouse 1 Up: Cease fire.
Tetsu0 Tetsu0Positive Chaos