Forum posts

Posted 20 years ago2004-05-26 22:46:37 UTC
in compo question help quick!!! Post #28828
By the way Damage on Crush is set to "0." Please help before compo is due please!
Posted 20 years ago2004-05-26 22:38:57 UTC
in compo question help quick!!! Post #28826
Is it possible to make a scientist ride an elevator without being killed? If so, can anyone tell me? :( :( :(
Posted 20 years ago2004-05-21 20:57:47 UTC
in How do I add a bot into my map Post #28148
If I were you I would use Jumbot. Much easier t install and handle. I coded 3 waypoints into maps for the first time and they worked! Very easy. Not only that, but the bots have different skill settings, easy to really hard, (really) and even chat! Get it now! :cool:
Posted 20 years ago2004-05-18 21:38:03 UTC
in wierd water Post #27603
I am making a Quake 1 style portal. But when I use a water texture for the actual portal, all I see is the top of the brush. Everything else is transparent. What do I do to make the portal goo seeable on all sides?
Posted 20 years ago2004-05-16 17:57:06 UTC
in torches flame? Post #27294
You have to make a fire sprite on the top of the torch, then put a light entity on the top of the torch. Also if you want sound add some sounds the the torch with the ambient_generic entity.

If you want to see what kind of sprites there are, you will need PakScape and SpriteView. Google them.

Half-Life Model Viewer also works great for exploring those paks.
Posted 20 years ago2004-05-15 16:33:30 UTC
in total noob here Post #27157
If you have the original worldcraft it came with a very noob tutorial on basic stuff. It also told you how to set up Worldcraft for compiling. The set up works both for Hammer and for Worldcraft.
Posted 20 years ago2004-05-08 23:52:03 UTC
in airscripted_sequence Post #26132
I have a scientis who is walking on a catwalk. A door is in his way. He needs to open the door and then walk across the next catwalk. But I don't know how to make him do more than one airscripted_sequence. He walks to the door and uses it, but then he just stands there. How do I make him resume walking? :confused:
Posted 20 years ago2004-05-05 21:34:02 UTC
in Where do i find the sky texture ?? Post #25724
you have to texture a brush with the sky texture, and whatever sky in map properties you have chose will appear on the sky textured brush. The sky texture in hammer looks like a bright blue.
Posted 20 years ago2004-05-05 19:52:39 UTC
in vertex issues Post #25717
i have a shape with 3 verteces. How do I make it have 4?
Posted 20 years ago2004-05-05 19:51:23 UTC
in Where do i find the sky texture ?? Post #25716
type in sky under textures.

to change the sky go to
map
-map properties
environment map (clskyname)

type in any of the following
space
night
moring
dusk
desert
2desert
cliff
city
black
alien1
alien2
alien3
neb2
neb6
neb7
xen10
xen8
xen9

if you get hl model viewer then you can view all of these in the valve pak0.pak file.
Posted 20 years ago2004-05-03 22:01:27 UTC
in GREATEST MODS OF ALL TIME Post #25292
Has GOT to be They Hunger trilogy by Neil Manke.
Posted 20 years ago2004-05-03 18:58:12 UTC
in Ghosts Post #25273
Plus how do you explain The gaseous planets? They don't have metal cores. I think.
Posted 20 years ago2004-05-03 18:57:21 UTC
in Ghosts Post #25272
No, the Earth and all the other planets are in orbit because of the sun's gravity. The Earth is spinning because of it's spinning metal core, yes. But that is not have anything to do with gravity.
Posted 20 years ago2004-05-03 18:50:07 UTC
in Ghosts Post #25265
Not to mention the rock would be pulled in also.
Posted 20 years ago2004-05-03 18:48:48 UTC
in Ghosts Post #25263
No it does not. The more mass an object has, the more gravity it has. Saturn has little gravity because it's made of gas. However Jupiter has immense gravity due to it's incredible mass. A rock floating through space would attract things, as long as these objects are less in mass than the rock. This also depends on the speed of the two objects. If a speck of dust and the rock were completely immobile (impossible though) the speck would eventually collide with the rock. However if the speck of dust is going fast enough and with enough force it will escape the rocks gravitational pull. But you also have to take into account the effect of other planets nearby and asteroids etc. effecting the speck's movement also. Say a speck of dust was 3 mm away from a 3' diameter rock. However a planet of the mass of Earth was 3,000,000 miles away from the speck of dust, then the speck would be pulled towards the planet and be incinerated by Earth's atmosphere.
That's how gravity works, my friends.

As for ghosts. Hell no.
As for Aliens. Hell yes. Somewhere out there there are beings either animals, or dominant beings either ahead or behind us.
Posted 20 years ago2004-05-02 22:08:30 UTC
in sentences Post #25155
nevermind I found out. U have to use a speaker.
Posted 20 years ago2004-05-02 17:33:46 UTC
in sentences Post #25108
I don't know how to make sentences. I looked at the example map and got nowhere. I want to know how to make those PA voices. How do I do make an announcement with a button? I have custom sentences and everything I just don't know how to execute them.
Posted 20 years ago2004-05-02 10:14:16 UTC
in help me do a pak file Post #25068
Go pakscape! I'm glad someone else uses this. :P
Posted 20 years ago2004-04-30 17:21:40 UTC
in What was your first map like? Post #24703
my fist map that had a plot was this (bear with me here)

You were an assasin in an office complex. You started in a storage room and had to crawl through a vent to kill these scientists in a HUGE room with HUNDREDS of computers. Kind of dumb.

My first release was dm_2fortvox and u can download it in the completed maps section.

http://cariad.co.za/twhl/mapvault.php?cat=2&str=&type=&author=&sortby=2&order=1&pg=9

a dm map with monsters in single player. none in mp
Posted 20 years ago2004-04-30 17:10:19 UTC
in path_corner teleport Post #24701
erm. no it didn't. if you doun't believe me explain how the marines moved with the landscape? : : : : :
Posted 20 years ago2004-04-29 17:04:43 UTC
in path_corner teleport Post #24601
You are way off. You are'nt moving at all. The whole map is moving. Like Opposing Porce intro. I want you to teleport when the mountains reach a certain path_corner.
Posted 20 years ago2004-04-29 10:55:30 UTC
in path_corner teleport Post #24537
How do I make a path_corner's "Fire on Pass" trigger a teleport entity? When I do it it just stands there and does nothing.
Posted 20 years ago2004-04-29 10:36:05 UTC
in please help, level change probs Post #24529
Um, when you say landmarks have to be in the same place, do you mean xyz coordinates? Cause my level change won't work and you are supposed to be teleporting to the next level.
Posted 20 years ago2004-04-27 19:12:32 UTC
in trigger_changelevel Post #24307
I fixed it. Wrong map in zip
Posted 20 years ago2004-04-27 18:36:49 UTC
in trigger_changelevel Post #24302
I have a map in problem maps.
Posted 20 years ago2004-04-27 18:08:54 UTC
in trigger_changelevel Post #24299
I have done everything correctly. i have two trigger_changelevels,
1 destination map: heli_2
2 destination map: heli_intro
landmarks in both levels. same name.
both are high and not in the ground
when I run it through the console it changes but I spawn outside the level with major visual issues. what am I doing wrong? all the stuff isn't even near the map edge.
Posted 20 years ago2004-04-27 17:16:42 UTC
in how do i make new sound files for HL? Post #24284
An easy way is this. Put all of your sounds into a folder in the valvesound folder. ex. valvesoundvoxsound.

When ur mapping with an ambient_generic for the filename put
voxsound/whatupdude.wav
Posted 20 years ago2004-04-27 17:12:03 UTC
in Cool idea for a mod! Post #24282
I have already started making something like that already... i am through with the intro phase and working on the main part, but you are not an escavation team. :
Posted 20 years ago2004-04-26 18:08:04 UTC
in Apache issues Post #24145
I am making a map. (Duh) I want you to start in a helicopter and after a few seconds an apache comes to take you down. After you kill that one another one comes. I tried everything but I can't get it so that when the first one dies the second one comes. I also don't know how to make a delay in the apache waypoints with a trigger_auto. They either don't do anything or go out of order. I have the map in problem maps.
Posted 20 years ago2004-04-24 15:54:07 UTC
in mIRC Post #23803
Ok it works now
Posted 20 years ago2004-04-24 15:29:18 UTC
in mIRC Post #23800
I just says "Found your Hostname" then does nothing
Posted 20 years ago2004-04-24 00:02:45 UTC
in mIRC Post #23683
I try to connect to TWHL irc channel when I click on the IRC link on the website. I choose change servers and join the channel. it says it's logging in or whatever then it just hangs there. What am I doin wrong? How do I get to IRC?
Posted 20 years ago2004-04-22 18:10:51 UTC
in Is anyone here in the Conclave? [CC] Post #23513
Is anyone here in the conclave? I am and just wondering if anyone else is.
Posted 20 years ago2004-04-22 18:07:02 UTC
in Sector Gamma - screenshots Post #23510
How did you make those cliffs and the textures and...and...and... DAMN GOOD!!!
Posted 20 years ago2004-04-21 23:01:50 UTC
in Need some advice Post #23394
Lol
Posted 20 years ago2004-04-21 23:01:12 UTC
in Sampling Sprites and Sounds Post #23393
Get SpriteView. very small little program. Search for it on google.
Posted 20 years ago2004-04-21 22:59:45 UTC
in Help with textuers Post #23392
Oh and make sure the textures are divisible by 8
Posted 20 years ago2004-04-21 22:46:54 UTC
in Need some advice Post #23383
Don't give up half-way in the middle of making a map. Keep on going like that stupid little blue train. Even if you run out of ideas.

Carve tool is fine but don't carve complicated shapes like arches, cylenders, or spikes.
Posted 20 years ago2004-04-21 22:43:27 UTC
in Help with textuers Post #23381
Download wally, open the .wal files, and re-save them as .wad files.
Posted 20 years ago2004-04-21 16:38:56 UTC
in Water Full Bright Post #23344
There is no leak. Tha meap isn't fullbright, it's just the water. The sewers are dark except for the water.
Posted 20 years ago2004-04-21 06:59:01 UTC
in Water Full Bright Post #23295
I have some water in some really dark sewers, but for some reason I can't figure out, the water seems to be stuck in fullbright mode. Can anyone help me?
Posted 20 years ago2004-04-20 20:21:00 UTC
in Avatar not working Post #23241
Can you people tell me if my avatar is a Lambda pic or Dr. Franklin from They Hunger? It won't change when I upload a new one. Thanks.
Posted 20 years ago2004-04-17 17:15:39 UTC
in Why can't I upload a new avatar? Post #22870
So how do I show my new one in my browser?
Posted 20 years ago2004-04-16 22:29:14 UTC
in Why can't I upload a new avatar? Post #22809
Why can't I upload a new avatar?
JPG
170x170
2.65 k
Posted 20 years ago2004-04-16 22:13:37 UTC
in Two crowbars Post #22808
How would I replace, say, a 357 magnum with a crowbar so you can get 2 different crowbars? I've decompiled them both but what I did did not work. I don't know what to do next. :confused:
Posted 20 years ago2004-04-14 20:57:33 UTC
in dumb sounds Post #22561
I have a custom sound I put into the game. Only when it plays it doesn't loop. It has all the same settings as other sounds that aren't custom except for that it is set at "Play Everywhere." All the other sounds loop, why dosn't this one?
Posted 20 years ago2004-04-10 18:21:56 UTC
in You've Been Mapping Too Much When... Post #22067
lol
Posted 21 years ago2003-10-19 16:41:52 UTC
in Firearms Post #2908
Can anyone help me? I am looking to map some firearms maps and I can't get the compiler to compile right. Plus I have no knowledge of FA entities or anything. I need to know this info! HELP! :o
Posted 21 years ago2003-10-12 09:53:17 UTC
in func_train problem Post #2550
So theres no way to make the direction turn with path_corners? I'mso screwed...
Posted 21 years ago2003-10-11 19:57:18 UTC
in func_train problem Post #2524
How do I make it so that the train banks and turns on a path_corner? I have the yaw on different angles, but it still points in the same direction.
:confused: