Forum posts

Posted 19 years ago2005-09-10 22:08:11 UTC
in CS team swaping Post #133883
i played this map where one team starts with knives and the other starts with awps. and after every round the CT's and the T's swhich weapon sets and starting posisons. (where the CT's started in the first round the T's will start in that area in the second, etc) how would i set up entites to do that?
Posted 19 years ago2005-09-04 09:56:58 UTC
in Scorpion Tank Post #132323
http://twhl.co.za/mapvault_map.php?id=3152

i made this a while back and someone claimed it usless but i took Sacos advice and tied it to a func_tankmortor. the tank can be used after the piolt is killed but the problem is that when its active the turret tracks the player but only shoots if you stand still for a while how do I make it fire even if it misses?
Posted 19 years ago2005-08-08 11:24:14 UTC
in winbsp Post #126744
i was only trying to decompile a map so i could see how the puzzles are done

(ex. earlier this year i asked how to make that barrel puzzle where u push the barrel into the wires to compleat the circuit)

but now theres another problem....i uninstalled HL to reinstall it and i noticed that the cd had a scratch, i figured no big deal but the cd wont add a few files to my valve folder. im missing 3or 4 files in the gfx/shell folder. (like the first 4 in alpehbetical order) :furious: "note to self: keep sister and dog away from all computer equipment and cds."
Posted 19 years ago2005-08-08 10:12:30 UTC
in winbsp Post #126725
im not running on steam... i dont even have it, i did but my online experience wasnt as enjoyable because im running on a 98k :nervous:
Posted 19 years ago2005-08-07 23:54:13 UTC
in winbsp Post #126646
ok now this doesnt make sense. I installed blue shift and opened it in the custome game list, but when I start a new game or hazard corse i get this error message

"could not link client.dll function HUD_Player Move" :zonked:
Posted 19 years ago2005-08-07 14:00:17 UTC
in winbsp Post #126594
im not trying to map for it im only trying to figure out how they do all thoes complex but cool puzzles
Posted 19 years ago2005-08-07 11:54:58 UTC
in winbsp Post #126556
so is there any way to decompile the maps?
Posted 19 years ago2005-08-07 09:06:21 UTC
in sleeping zombie Post #126529
so just use a dead animation....that would be best cus im gonna have the zombie break out of the ground :lol: suprise, and afterwhich severl more zombies will spawn.
Posted 19 years ago2005-08-07 08:41:12 UTC
in sleeping zombie Post #126522
how do i use the ai scripted sequence to make a zombie lie on the ground and when the player is close enough it will stand up?
Posted 19 years ago2005-08-07 07:55:05 UTC
in winbsp Post #126513
i tried to decompile a BlueShift map to see how the alignment machine on xen was made and when I ran the map through winbsp i got the error message

"HL_LoadBSPFile: odd lump size GetLastError() = 0"

whats that supposed to mean :furious:
Posted 19 years ago2005-08-05 23:20:44 UTC
in Your Favourite Game Thru All Time Post #126192
retro megaman fer the NES (megaman 1,2,3,4,5,and 6)
and of corse 1 of my 3 favorite first person shooters Halo
Posted 19 years ago2005-08-03 19:28:17 UTC
in just an idea Post #125768
i see what you mean, valve left out a fer cool monsters like the archer and the hvyweapons grunt and the panther
This post was made on a thread that has been deleted.
Posted 19 years ago2005-08-02 10:38:12 UTC
in just an idea Post #125355
i planed on using this for sven co-op in a Halo map because of the versitility in the entities like for the weapons (ex. "weapon_9mmar" has the "custome V,W,and P models).

Which brings me to my next queston if anyone can make weapon replacements for the "9mmAR" and the
"desert egeal" so they look like the MA5B assult rifle and the M6D magnum. Maby even the SRS99C-S2 sniper rifle to replace the opposing 4ce sniper, if anyone is up to it. if so i can get screenshots of the weapons if needed :)
Posted 19 years ago2005-08-02 00:16:41 UTC
in just an idea Post #125265
i have an example map that shows a way of using alternate suits instead of the HEV without coding the model to have "idle" state.
i got the idea from having a HLDM model that i wanted to use as the defalt player model and i needed the same model to be the HEV suit.

if there is anyone the can code the model to just act as the suit i sure could use your help..the way this is set up now (the model added in with cycler) it moves untill you press use on it.

let me know what you think
http://twhl.co.za/mapvault_map.php?id=3280
I'v included the models too
Posted 19 years ago2005-08-01 17:06:47 UTC
in level change Post #125197
if i cant move the landmark up then what should i do?, move the playerstart down and make the pit deeper?

heres the pic from my trip to the beach it was taken on a camera phone so thats y it sux. :
Posted 19 years ago2005-08-01 16:12:16 UTC
in level change Post #125184
by the way i like the beach now, there was a hooters there ;)
User posted image
if that doesnt work ill put it on my site or somthin
Posted 19 years ago2005-08-01 16:04:49 UTC
in level change Post #125180
so i need to put the landmark higher up?
Posted 19 years ago2005-07-22 14:24:41 UTC
in level change Post #122762
:o and if i dont anwser back to any suggestions or anything its because ill be gone for a week....vacation :( i hate the beach :nuke:
Posted 19 years ago2005-07-22 14:19:29 UTC
in level change Post #122761
now that i solved that problem i got another :furious:
the player is inside the level, the map is not sideways. but now the player is stuck in a wall. the info_player_start is not through the wall(wen i directly enter that map "not by levelchange" the player is not stuck) the info_landmark and the 1x1x1 trigger_changelevel are both in the same spot as the info_player_start and nothing is outside the level or stuck in the walls : :nuts: :confused:
Posted 19 years ago2005-07-21 18:37:32 UTC
in level change Post #122598
somtimes it amazes me about how somthing so simple like that can cause such a big problem : hmmm
thanks for the help :biggrin:
Posted 19 years ago2005-07-21 15:43:30 UTC
in level change Post #122561
i have the landmark in both but not trigger_changelevel because its a 1way map change
Posted 19 years ago2005-07-21 15:14:18 UTC
in level change Post #122541
i have a trigger_changelevel that is activated when the player falls down a pit. the problem is when the new map loads the player is outside the level and the whole map is rotated 90 degrees (its sideways). im not sure whats wrong with it, i looked at an example map for trigger_changelevels, i added the landmark entity as well. :furious: i compleatly confused
(ps. i like the new :) 's)
Posted 19 years ago2005-06-23 12:42:11 UTC
in brush out of world? Post #116408
i need to get better textures.....and i think the main turrett is a bit off there should be a smaller block-cone thing that is between the barell and the main part
Posted 19 years ago2005-06-22 12:34:42 UTC
in brush out of world? Post #116160
i have no idea whats going on but i compiled the map with ZHLT's vis only, i still used qbsp2 and qcsg, but the map works now :

heres the link
http://twhl.co.za/mapvault_map.php?id=3152
ill get a screenshot later
(and the bsp file does not have rad compiled with it, "fullbright")
Posted 19 years ago2005-06-21 22:25:45 UTC
in start a player with equipment Post #116067
doesnt game_player_equip only work in HLDM? and not the single play game :
Posted 19 years ago2005-06-21 22:16:00 UTC
in brush out of world? Post #116065
theres no invalad structures...one of the errored brushes was even a box that was not altered in any way :
Posted 19 years ago2005-06-20 22:15:19 UTC
in brush out of world? Post #115783
the whole map......deleting all the brushes that "outside of the world" as the compile log says then i will end up deleting the whole map. : :(
Posted 19 years ago2005-06-20 18:40:56 UTC
in brush out of world? Post #115767
theres no invalad solid sturctures, and if i delete all of thoes brushes wont i have to remake what is lost :
Posted 19 years ago2005-06-20 16:02:42 UTC
in brush out of world? Post #115710
no entities are outside the world. this map is only to test somthing but there is a, ehhh......sky box : and there arent any leaks
Posted 19 years ago2005-06-20 13:23:22 UTC
in The old version of HL? (1997) Post #115606
I thought that Valve had to redo almost the entire game because of hackers stealing their data or somthing :
Posted 19 years ago2005-06-20 13:18:21 UTC
in Garrys Mod Comics Post #115605
u like that one too rabid? :lol:
Posted 19 years ago2005-06-20 13:14:20 UTC
in brush out of world? Post #115602
when i went to compile my map i got this and the map wouldnt run
i always get this same thing when i try to compile a map that i have a func_tank in it

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SIERRAHalf-Lifevalvemapsdropship.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9...Entity 0, Brush 122: plane with no normal
Entity 0, Brush 122: A 'Unknown Class' @(0,0,0) has a coplanar plane at (-85, -276, -285), texture TANKTOP
Entity 0, Brush 122: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-8800, -276, -9000)-(9000,9000,8800)
Entity 0, Brush 122: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-8816, -292, -9036)-(9016,9016,8836)
Entity 0, Brush 122: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-8832, -308, -9032)-(9032,9032,8832)
Entity 0, Brush 122: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-8816, -292, -9018)-(9016,9016,8818)
Posted 19 years ago2005-06-18 09:05:20 UTC
in toggle ladder Post #115143
what about a func_wall toggle around the func_ladder targeted by the button..ill try that
Posted 19 years ago2005-06-17 18:40:55 UTC
in toggle ladder Post #115067
the door works...its the ladder that i cant toggle
Posted 19 years ago2005-06-17 17:37:53 UTC
in Garrys Mod Comics Post #115048
or try this

::USERNAME::
catjesus

::PASSWORD::
double

but bugmenot works well too...every likes free porn :lol: ;)
Posted 19 years ago2005-06-17 14:24:00 UTC
in toggle ladder Post #115005
if you read the thread about my dropship, this is in the same map
i have a ladder that is a func_door_rotating that is togled by a button
then i have a "func_ladder" where the ladder is when its down. the problem is that i need to make the "func_ladder" toggle on and off. so far I have only been able to make it start on and swhich to off but not back on again. :zonked:
Posted 19 years ago2005-06-17 14:19:29 UTC
in drop ship Post #115002
i figured it out "func_button" target = doors and multisource
"func_button" target = "func_train"(pod) and "env_shake"
                   master = multisource :P
it is all so simple to me now, thanks for the help anyway :D
Posted 19 years ago2005-06-16 14:42:14 UTC
in drop ship Post #114860
how would i make the button move unless i was using spirt?
and i tried using the mulitsource but the pod still went through the door. im thinking maby i should add a trigger_relay somwhere in there
Posted 19 years ago2005-06-16 13:13:54 UTC
in drop ship Post #114845
so i would have to set the button that opens the doors (target "drop") to also target the multisource (name "drop") then set the button in the pod master to "drop"?
Posted 19 years ago2005-06-16 12:37:02 UTC
in drop ship Post #114842
there is a seperat button for the doors than there is for the pods. : so the i only want the button in the pod to work if the doors are open(with a button set for "toggle")
Posted 19 years ago2005-06-16 11:38:14 UTC
in drop ship Post #114830
im making a plane/drop ship thing. It is going to have several pods in it that drop to the ground when a button is pushed. The problem is that when the doors on the bottom of the plane are closed the pods still drop. The doors are 2 "func_door_rotating" and the pods are "func_train" with the button set to "-1" for delay before reset and the second path_track(the one on the ground) has the "dissable train" flag checked.
so how would i make the pods launch only when the doors are open. Im guessing a multisouce and a master name, but i tried that and it doesnt seem to work.
Posted 19 years ago2005-06-16 09:29:17 UTC
in Garrys Mod Comics Post #114777
hmmm. u have to regesture......i never had to. Ill figure out whats wrong with them. Ill have to ask the guy whats wrong with them next time hes online. or ill regester and put my username and password on this thread
Posted 19 years ago2005-06-14 09:58:12 UTC
in Garrys Mod Comics Post #114358
these are comics made by a fried of mine using Half-Life 2 and Garrys Mod v8.2

most are pretty funny http://op3.xfir.net/cp.htm
Posted 19 years ago2005-06-14 09:54:32 UTC
in HL2 for the Xbox Post #114356
Consoles arent that bad. Halo, RainbowSix 3, Time Splitters; all of thoes are first-person shooters, they work fine, you just need to learn the controls. and its not that im pickin on all of you PC gamers, because I use my PC alot too but im very very limited on what i can play. My PC has what my friends and i call a POS prosser....PIECE OF SHIT. But there are many games that are exclusivly for consoles that arent on PC or viceversa. like habboi said "zelda" (awesome game(s)) Both PC's and consoles have their good points though.
Posted 19 years ago2005-06-11 21:58:38 UTC
in moving cameras Post #113827
thats what i thougt, but the trouble is that i cant seem to get my func_tanks to work, especially user controled tanks it always ends up backward or upsidedown or the bullits fire at the person controling it(good noob trap but thats not my intent) :zonked:
Posted 19 years ago2005-06-11 21:55:34 UTC
in HL2 for the Xbox Post #113826
i just wonder if i looks any better playin on a 360 it will work because of the emulator in it so any1 that has xbox games can buy a 360 and still keep their games, but im sure that it will require somthing to enable the emulator(like the remote adaptor you need to play DVD's) Microsoft jus wants more money. (bill gates is such an @$$HOLE)
(by the way 200euros?, is that like around 200 us dollars, cus the console is about $150 and the game will be about $50-$60)
Posted 19 years ago2005-06-10 00:17:42 UTC
in HL2 intro, some things you may not know Post #113492
yes...here in america...we just have to be differnt....metric is so much simpler than inches and feet :) we shoud all use metric
Posted 19 years ago2005-06-10 00:12:29 UTC
in HL2 for the Xbox Post #113491
no not for the 360 that uses diffent programing or somthing and valve isnt about to redo the entire HL2 game for the 360. it will be for xbox.
Posted 19 years ago2005-06-09 22:29:13 UTC
in HL2 for the Xbox Post #113484
does any one know anything about this, im just wonderin if its going to have HL2DM or some kind of co-op or multiplayer game with it