Forum posts

Posted 19 years ago2005-06-03 08:13:19 UTC
in Making completely NEW monsters! For op4 Post #112398
What i wanted to do was:

1. Put a hgrunt model on a black ops code-thingy
2. replace textures on several other models, including weapons
3. Give all these models voices
4. And do it the easiest and quickest way possible

How do I go about this?
Posted 19 years ago2005-06-02 09:17:53 UTC
in Making completely NEW monsters! For op4 Post #112236
i thought that you could give a model another models program or something?
Posted 19 years ago2005-06-02 09:05:19 UTC
in Making completely NEW monsters! For op4 Post #112230
I have made models for a Op4 mappak i am doin, BUT, how do i make the entity do what i want?

e.g. I have made a black-ops model, but how can i put that in my map, without changing the designs in opposing force?
Posted 19 years ago2005-05-31 08:17:46 UTC
in Setting up Hammer 4 Op. Force Post #111914
YAY! IT WORKS!
Thank you!
Posted 19 years ago2005-05-31 07:59:56 UTC
in Setting up Hammer 4 Op. Force Post #111907
No, and besides, it is Hammer version 3.4 not 4.0
Posted 19 years ago2005-05-31 06:22:48 UTC
in Setting up Hammer 4 Op. Force Post #111885
still doesn't work :(
Posted 19 years ago2005-05-31 05:37:08 UTC
in Setting up Hammer 4 Op. Force Post #111881
Hammer crashed :(
As you should know as there is a thread in this here forum (map not found on server, or something), where i sed that my Hammer program did not work :P
Posted 19 years ago2005-05-31 05:27:52 UTC
in Setting up Hammer 4 Op. Force Post #111876
I REALLY NEED HELP WITH THIS!
Posted 19 years ago2005-05-30 17:09:26 UTC
in does vicious outnumber-ment always work? Post #111819
not dat i know of

ah well i just let the player roma until he is bored
Posted 19 years ago2005-05-30 16:22:35 UTC
in Ultra 1337 thread [closed] Post #111812
Nope, it's the 'evil monkey' on Family Guy.

Great show, it really is....
Posted 19 years ago2005-05-30 16:18:36 UTC
in Ultra 1337 thread [closed] Post #111810
'Tis kool

Like mine?
Posted 19 years ago2005-05-30 16:11:43 UTC
in does vicious outnumber-ment always work? Post #111808
GAH! I cant get the game to end!

I've got a multisource and a game-end, and i'm usin the monsters death as the trigger for the multi! WTF HAVE I DONE WRONG?
Posted 19 years ago2005-05-30 12:29:56 UTC
in does vicious outnumber-ment always work? Post #111737
How can I set it so, when the monstamaker-made monster dies, the game ends?
Posted 19 years ago2005-05-30 12:05:36 UTC
in does vicious outnumber-ment always work? Post #111731
How? Triggercondition is not on the Monsternaker list!
Posted 19 years ago2005-05-30 11:37:23 UTC
in Ultra 1337 thread [closed] Post #111724
Upon seeing the actual populatirty of the joke language known as "ultra 1337" I've decided to start thrad on it!

For that to be ture l needs to be 1 not |_. :P
Posted 19 years ago2005-05-30 11:29:48 UTC
in does vicious outnumber-ment always work? Post #111722
i think so lol

Right- my map is almost done HOWEVER, there is one final enemy, that has been created through a monstermaker , and i want the game to end when it dies, but i cant find trigger conditions for that monster. How do i do it?
Posted 19 years ago2005-05-30 10:34:54 UTC
in does vicious outnumber-ment always work? Post #111710
nope

I got 20 brnys v 25 aliens, barneys still win
Posted 19 years ago2005-05-30 10:01:27 UTC
in does vicious outnumber-ment always work? Post #111698
The Egon works well, but only player can use it :(

I there any big monsters that Barney's work weel against? Like an apache, or that Tentacle thingy?
Posted 19 years ago2005-05-30 09:51:39 UTC
in does vicious outnumber-ment always work? Post #111692
On one of my maps I have like 70 Barneys vs. 1 Gargantua, but the Gargantua ALWAYS wins! Is there anyway to make it lose?
Posted 19 years ago2005-05-29 07:19:31 UTC
in Trains turning corners. How do ya do it? Post #111454
I tried that, and it doesn't work

and that web addy is invalid
Posted 19 years ago2005-05-29 07:00:20 UTC
in Trains turning corners. How do ya do it? Post #111445
Dont worry i got it
Posted 19 years ago2005-05-29 06:59:30 UTC
in Trains turning corners. How do ya do it? Post #111443
um...how do you make tracktrains?
Posted 19 years ago2005-05-29 05:15:05 UTC
in Future of Windows Post #111434
Me too
Posted 19 years ago2005-05-29 05:10:49 UTC
in Trains turning corners. How do ya do it? Post #111433
I am makin a map, where gordon is in a boat, in a sewer/cave/thing/ I've set the boat as a func-train, but i have no idea as to how to make it turn a corner. please help!
Posted 19 years ago2005-05-27 15:57:26 UTC
in Map Not Foiund on Server Post #111232
ITS ALIVE! ITS ALIVE!

TY TWHL
Posted 19 years ago2005-05-27 12:15:13 UTC
in Map Not Foiund on Server Post #111220
I'VE TRIED EVERYTHING, MY VALVE-HAMMER IS DEAD! :(
Posted 19 years ago2005-05-08 06:05:57 UTC
in Map Not Foiund on Server Post #108217
I used zoners tools, but i cannot fix the problem!

Should i download hammer editor again?
Posted 19 years ago2005-05-02 05:28:39 UTC
in Map Not Foiund on Server Post #106873
Ok:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifevalvemotel.map" "C:SierraHalf-Lifevalvemapsmotel.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmotel"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SierraHalf-Lifevalvemapsmotel.map

********** ERROR **********
Token too large on line 6

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:SierraHalf-Lifevalvemapsmotel"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
Can't open C:SierraHalf-Lifevalvemapsmotel.p0

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: C:SierraHalf-Lifehl.exe -console -dev +map "motel"
Posted 19 years ago2005-05-02 05:05:12 UTC
in Map Not Foiund on Server Post #106870
I gotta similar problem

In da compiling window it sez:
********** ERROR **********
Can't open C:SierraHalf-Lifevalvemapsmotel.p0

WTF DO I DO?
Posted 19 years ago2005-04-29 14:13:58 UTC
in Setting up Hammer 4 Op. Force Post #106392
Posted 19 years ago2005-04-29 14:09:01 UTC
in Setting up Hammer 4 Op. Force Post #106390
Vassy neglects to reveal his email.... :(
Posted 19 years ago2005-04-28 11:51:27 UTC
in Setting up Hammer 4 Op. Force Post #106265
I tried to set up Opposing force on my comp. However, i cannot seem to get all the stuff to appear when I compile it, I belive that is because i cannot find the OF launcher. HELP
Posted 19 years ago2005-04-22 12:32:56 UTC
in Favourite quote!! Post #105292
"Your Mother was a hamster, adnyour father smelt of elderberries"
John Cleese, Monty Python and the Holy Grail

"My gerbil could pimp your kitty"
Aslo ownage
Posted 19 years ago2005-04-19 16:43:06 UTC
in Half Life mod: UNDER WATER Post #104821
I'm just gonna learn to map better first, then maybe (if coursework is finished) i'll start doing some maps for it.
But that ain't gonna be for a while.
:)
Posted 19 years ago2005-04-10 13:16:50 UTC
in Avatars! Post #103087
ZELL = kool
Posted 19 years ago2005-04-10 10:31:07 UTC
in Half Life mod: UNDER WATER Post #103048
My paradrop map is ready, i warn you it is not that good
Posted 19 years ago2005-04-10 09:24:07 UTC
in Half Life mod: UNDER WATER Post #103034
But i've heard you need serious upgrade for your PC if you want to play HL2 something my PC will not cope with (it struggles loading up MSN messanger for god sake)
Posted 19 years ago2005-04-10 09:19:11 UTC
in Half Life mod: UNDER WATER Post #103030
And when i said is was crap at mapping, i mean that i haven't got much experience with the editor yet, and ahave only just moved onto elevators/trains etc.

Though i have found out how to make a scientist blow up when you walk next to him. I was really bored, and senseless butchery was the perfect cure. ;)
Posted 19 years ago2005-04-10 09:06:39 UTC
in Avatars! Post #103026
I like Mephs Avatar, where'd you get the communist cat/kitten?
Posted 19 years ago2005-04-10 08:59:02 UTC
in Half Life mod: UNDER WATER Post #103024
I have got the 'paradrop' bit ready, kind-of. It's not that amazing though.
Posted 19 years ago2005-04-10 05:45:48 UTC
in Half Life mod: UNDER WATER Post #102974
it was just an idea.

besides i'm not THAT bad at mapping
Posted 19 years ago2005-04-10 05:34:27 UTC
in Half Life mod: UNDER WATER Post #102972
I've recently come up with an idea for a mod which basically follows this story line:

CHAPTER 1: NO HANDS ON DECK
This begins with Mr.Man jumping off a plane (i'm thinking of an osprey for this bit) to investigate a mysterious distress call from a government vessel. As he climbs onto the ship it is deserted, with the exception of bloodstains. The player must search the vessel for any survivors. At the lower deck the player will find a submarine bay, and one remaining scientist, who informs the player about everything.

The background is that millions of years ago a Xen battleship crash-landed in the ocean and had remained undiscovered for several millenia until about 20 years ago when the US government located it and built a research base surrounding it.

And then 5 years ago people began to dissappear, until the scientist realised what had happened, the Xen creatres had re-animated and are hell-bent of killing anything they see.

CHAPTER 2: DEEP DEAD SEA

The scientist takes the player to the underwater research base and the player is then sent on several 'missions' that involve purging the base of alien scum.

After this the player will be sent into the Xen craft to try and find any survivors. they will find 2 to 3 survivor out of 93. And the Xen re-animation machine. The machine will consist of a stalk thingy, and several people sticking out at awkward angles. The plyer is then to assume that the aliens had been using the people to power up their alien army, with which they're going to take over the world.

The player is then given some variety of bomb to destroy the ship with, then must evacuate. Then they will discover that the surviviors have been killed. As they escape, they will find on the main deck a boss i have named Nemesis. This boss is a Gargantua that is jet black, 3times as tall, and has 6 arms, that nearly beats the ** out of the player untill a chopper will come over and kick its ass, and the player is rescued. END

Let me know if you are interested.

:)