Forum posts

Posted 17 years ago2006-11-16 03:20:19 UTC
in trigger_push Post #202879
Oh, ok, thanks guys, I got frightened for a moment there... :glad:
As for the models, wow, its gonna be hard work... :cry:
***Edit***
Oh, I figured that every time I make a major part of my map, I'll compile it but without vis and all the other stuff, just the bsp.
It'll be fullbrite but i dun care cos its just to see how everything looks etc.
Final compile will take an estimated 1hr with vis.
Posted 17 years ago2006-11-15 03:35:06 UTC
in trigger_push Post #202788
Oh, ok then, I'm back in deep shit.
Cos there are gonna be more buildings like that...
Anyway, are you guys SURE that models can't be solid, cos a lot of CZ maps have very good models that sure seem solid...
Posted 17 years ago2006-11-14 05:00:43 UTC
in trigger_push Post #202685
Oh phew!
Yeah, about my models, I used a cycler and selected couch_leather_black.mdl but in game, the couch is there but its not solid. Only a small part in the center is solid, and when i shoot it, it bleeds black and white blood...
Any ideas?
Posted 17 years ago2006-11-14 03:08:12 UTC
in trigger_push Post #202680
OMG. I used a texture for those "buildings" that is the size of just 1 little green/blue/red spot.
Damn, no wonder...
Posted 17 years ago2006-11-13 05:58:11 UTC
in trigger_push Post #202605
Ahh, OK!!! :nuts:
MY MAP WORKS.
It took a friggin record time to compile!
34.26 min. What the :thefinger:
I timed the stupid thing.
Anyway, thanks a LOT guys, you were a great help!
All the lights are beautiful, and it stopped lagging!
Only ONE more thing now.
I realised something EXTREMELY stupid bout CZ.
When there is an amoury_entity on top of a func_breakable, and you break that object, the weapon remains where it is.
BUT when you place a weapon on a TRAIN, and the train moves away, THE :thefinger: WEAPON FALLS!
And that screws up my map cos the weapons are HIGh and HARD TO REACH, but once they fall, Ts get the immediate advantage cos the weapons fall in their spawn...
Anyway to either stop the falling or reset the weapons.
I doubt resetting will work, and im too lazy to try cos it takes 30min++ to compile...
***Edit***
Oh yeah, nvm, I thought of it! I'll put block below the weapons and give it an {invisible texture. Now why didn't i think of that...
Besides, it doesn't matter if objects overlap right?
Oh yeah, and here are some pics.
The lights, T base and inside a spaceship (with an awp, hehe)
Thanks again guys!
Love this website!
User posted image
User posted image
User posted image
Posted 17 years ago2006-11-13 03:05:06 UTC
in trigger_push Post #202602
OK, I'll try recompiling again. Thx about the func_wall thing and the explanation on all the compiling phases. But I just need to know is it normal for a map to take 10++ min to compile???
Posted 17 years ago2006-11-12 04:22:08 UTC
in trigger_push Post #202523
Ahh. well, that is the full log, but its the latest (and the one that's causing my problems) cos somtimes, I'm able to run the full compile but other times, it runs halfway and then hangs. But i still have the .bsp though i have to hardkill Hammer. When that happens, my .bsp is 500+ kb but if it works properly it gets close to 1.6mb
Normally, how long does it take to compile 2mb map?
Btw, here are the pics.
User posted image
error1 = all the "invisible coulours" (blue) appear visible. I assume its the vis...
User posted image
error2 = yeah, the fullbrite. The only light in that vent is supposed to come from the blue emergency lights at the ceiling, but even that is supposed to be blue and have a brightness of 100.
Posted 17 years ago2006-11-11 04:50:50 UTC
in trigger_push Post #202462
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: D:SierraExtrasZHLThlcsg.exe "D:SierraMap Testde_zero-gravity_cz"
Entering D:SierraMap Testde_zero-gravity_cz.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

73 brushes (totalling 438 sides) discarded from clipping hulls
CreateBrush:
(0.25 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.36 seconds)

Using Wadfile: sierracondition zerovalvehalflife.wad
  • Contains 44 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierracondition zeroczerodecals.wad
  • Contains 0 used textures, 0.00 percent of map (237 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.61 mb (of 4.00 mb MAX)
0.83 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: D:SierraExtrasZHLThlbsp.exe "D:SierraMap Testde_zero-gravity_cz"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...723 (0.05 seconds)
BSP generation successful, writing portal file 'D:SierraMap Testde_zero-gravity_cz.prt'
SolidBSP [hull 1] 500...1000...1122 (0.08 seconds)
SolidBSP [hull 2] 500...1000...1053 (0.08 seconds)
SolidBSP [hull 3] 500...1000...1112 (0.08 seconds)
0.86 seconds elapsed

--- END hlbsp ---
Posted 17 years ago2006-11-10 02:13:29 UTC
in trigger_push Post #202376
Nope, no leak.
I would know. I have a lot of experience with leaks.
My first 4 maps had over 100 leaks. :tired:
Will it work if i put a light with brightness 1?
Posted 17 years ago2006-11-09 09:09:37 UTC
in trigger_push Post #202333
Ahh, ok.
1 more thing (i hope):
Why does my map always appear as full-brite even though there is 1 light_enviro and 1 light???
Posted 17 years ago2006-11-09 04:19:13 UTC
in trigger_push Post #202329
Wow, complicated...
What is the pitch yaw and roll?
I know pitch:
-90 = down
90 = up :P
Posted 17 years ago2006-11-08 03:39:32 UTC
in trigger_push Post #202257
Hmm, ok, everything works well, except I have this trigger_hurt and i set the delay to 5 but it still whacks me once I step into the hurt zone. Please advise... :cry:
Oh yeah, also, is it possible to rotate a model?
Thx!

***Edit***
Argh!!!
Sorry!
I double-posted!!!
I only remembered after posting... :cry:
Posted 17 years ago2006-11-07 03:57:44 UTC
in trigger_push Post #202159
Ohhh, ok thx.
Posted 17 years ago2006-11-04 09:21:25 UTC
in trigger_push Post #201884
Oh, cool, ok thx!
Wait, can't i just target the trigger_relay directly from the door?
Posted 17 years ago2006-11-03 02:21:46 UTC
in trigger_push Post #201793
Ahh, so that's why!
My push was always set to 300!
Thanks!
Btw, I want the player to jump to get him to get pushed, so i won't need the illusionary, but thanks anyway!

***Edit***
OK, the push works fine (thanx guys!), but now I have a new problem.
My env_beam is deactivated when the bomb blows, and the next round it stays off. I know this question has been asked before but I can't find the post. So how do I reset my entities each round?
Also, is there anyway to make a train rotate 90 degrees when it reaches a path_corner?
Thanks!
Posted 17 years ago2006-11-02 08:07:44 UTC
in trigger_push Post #201683
Ahh, ok, i'll try.
Posted 17 years ago2006-11-01 07:16:16 UTC
in putting tree models in? Post #201564
I know models can't be used as sprites, but I'm surprised he doesn't have a cycler cos that will allow him to insert a model... :tired:
Posted 17 years ago2006-11-01 01:32:52 UTC
in trigger_push Post #201557
Ok, small question here for CZ:
I read the entity tut already, but I still can't make the trigger push up.
I set the compass to "up" but it didn't work.
In "pitch yaw roll" i set it to 90 0 0 but also didn't work.
Thanks in advance!
Posted 17 years ago2006-11-01 01:30:21 UTC
in putting tree models in? Post #201556
You shouldn't use sprites as trees cos then the "tree" will be highly unrealistic as it will always be facing you.
Models are better. Have you tried using cs_expert-tom793c_wc35.fgd?
Posted 17 years ago2006-10-29 04:09:38 UTC
in Plant Life: Lifeless Textures Post #201201
Why don't you use plant/tree models?
Just don't put too many cos it lags your map.
Posted 17 years ago2006-10-25 09:57:14 UTC
in File Read Error Post #200784
Don't have a .rmx file man! :confused:
Posted 17 years ago2006-10-23 08:07:32 UTC
in File Read Error Post #200512
errrm, I don't have a rmx file...
nvm, it was a sucky map anyway... :cry:
Posted 17 years ago2006-10-18 09:12:41 UTC
in File Read Error Post #199975
Err, ok, everytime i try and load my map in CZ, i get the above error...
Help?!
Posted 17 years ago2006-10-08 05:24:17 UTC
in Bomb target Post #198913
Yeah, I use the brush-entity, I forgot it was func and not info... :lol:
Posted 17 years ago2006-10-06 08:43:05 UTC
in Bomb target Post #198699
You know in most maps when the bomb explodes, other stuff start exploding too one by one.
Its a multi-manager right?
Well, in my info_bombtarget, i put in the box "target (when bomb blows)" multi1 and multi1 is the name of my multi-manager which starts off a sprite fire.spr named "spr1".
So, I turn off smartedit and click add, under key spr1 and under value 1.
BUT, the sprite starts on evern though i did not check "starts ON" in the flags!
And even when the bomb blows, the srpite does not turn off!
Can somebody tell me what I did wrong???
Maybe you would like the map...
How do I put it up for download?
Posted 17 years ago2006-10-04 07:00:59 UTC
in c4 Post #198455
Ahhh, ok, thanks!
By the way, if that doesn't work, I found something called "player_weaponstrip".
Might work too!

***Edit***
Hmm, ok, the game_player_equip works (as in i get all the weapons I need), but I still get the bomb.
And the player_weaponstrip doesn't seem to work!
Yeah, and never mind about the conveyor, I managed to fix it!
Posted 17 years ago2006-10-04 01:46:55 UTC
in c4 Post #198442
Oh, ok, so what's the item? "c4"? So do I put it to 0?
And about the conveyor, can someone give me a more detailed explantion? It doesn't look like its moving at all...
Posted 17 years ago2006-10-03 06:51:11 UTC
in c4 Post #198347
Oh, err, which entity is that???
Oh and I need help making a conveyor belt cos I have a very vague idea how to do it and i have the feeling i will mess it up.
Thanks!
Posted 17 years ago2006-10-02 05:54:13 UTC
in c4 Post #198266
Hey all,
On a map I'm working on for CZ, i need no one to start with the bomb as they terrorists need to get it from a specific location.
However, I realised that as long as there is a bomb target in the map, this auto-bomb-assign will take place.
Does anyone know how I can stop this?
Or if not, perhaps a way to make the player drop the bomb?
Thanks!
Posted 17 years ago2006-09-12 05:42:01 UTC
in Grenades and sounds Post #196350
Ohhhh! Ok thanks!
Posted 17 years ago2006-09-11 07:50:28 UTC
in Grenades and sounds Post #196277
Sorry, it is about CS.
Thanks a lot anyway!
I'll download that Goldwave thing and try.
And thanks WorldCraft Dude, forgot to mention that the grenade is the "pickupable" sort... :lol:

********Edit************
Hey, thanks for the Goldwave thing!
Anyway, tried the wall_toggle, but it didn't work.
The trigger_once I put worked (cos i didn't see it, so I ASSUME it worked), but the grenade was already in the floor when I started the round. And my wall_toggle was 100% visible, even though i checked "start invisible". Maybe i should explain.
I want my grenade to be Hovering in mid-air, and for that, the "wall" needs to be invisible but not pass-through-able. So when it is activated, it will become pass-through-able and the grenade will fall!
Is that possible?
Thanks a dozen!
Posted 17 years ago2006-09-10 03:49:59 UTC
in Grenades and sounds Post #196164
Hi all.
I need to know if it is possible to make grenades fall from the sky? Like, they are hovering in mid-air and when triggered, they drop to the ground.
And, I have 2 ambient_geneircs, they both have "not toggled" unchecked but they only play once per round
Any help greatly appreciated! Thanks! :)
Posted 17 years ago2006-09-02 03:34:57 UTC
in Models Post #195365
No.
I'm using cycler for my model.
Its for CZ so there is no monster entity.
Never mind, I put an invisible wall around the entire thing.
Posted 17 years ago2006-08-31 04:49:57 UTC
in Models Post #195159
Erm, is it normal that my models literally BLEED when i shoot them???
It is a barrel, a palm tree and grass bleeding when i shoot it... :tired:
Posted 17 years ago2006-08-30 05:42:35 UTC
in Fraps Sucks Post #195098
Haha, sorry pepper.
I agree, Fraps is a good program.
Well, to those whom fraps works well of course...
I'll tell my friend to try turning down FPS and game graphics...
and get a better com.
Posted 17 years ago2006-08-28 08:24:29 UTC
in Fraps Sucks Post #194904
Hey, I'm using Fraps to make a CS movie.
Actually, its kinda like a clan video. So, I would like my friends to take some clips as well.
It works fine for one of them, but for my 4 other friends, it either lags a loooooooot when taking the clip OR it hangs the game.
Any ideas anyone? Thanks in advance!
Oh, and maybe somebody could link me to a more reliable in-game recorder? :D
Posted 17 years ago2006-08-18 00:59:09 UTC
in Allocating a Bomber Post #193787
A little off-topic,
just wanted to know whether a bomb allocation is automatic when CS (Condition Zero) detects a bomb site?
Or do I have to place a "info_weapon_c4"?
If the allocation is automatic, how do I turn it off?
Posted 17 years ago2006-08-11 04:38:53 UTC
in Adding sound -tut no help Post #193099
Hmm.
Ok, I get your point.
Why don't you guys put it BIG on the top of the forum window next to the "Page [1]"

NO DOUBLE/TRIPLE/QUADRUPLE/QUINTRUPLE AND ANY OTHER -PLE POSTING!

Oh, and why would the peace-loving admin want to add this emoticon? :thefinger:
Posted 17 years ago2006-08-08 01:20:45 UTC
in Adding sound -tut no help Post #192817
Wow, you people seems very particular about number of posts...
No offence... :cyclops:
Posted 17 years ago2006-08-08 01:17:43 UTC
in Trigger_hurt not working... Post #192816
Hmm, I'll just try myself.
But my Hammer is a little crappy with the compiling.
Sometimes it works, other times it doesn't...
Posted 17 years ago2006-08-07 07:53:44 UTC
in Trigger_hurt not working... Post #192743
Hmm, that reminds me...
Does trigger_hurt affect hostages in CZ?
Posted 17 years ago2006-08-06 01:02:23 UTC
in help?! Post #192642
I think the nuke emoticon means that everything is so friggin confusing that your brain feels like its been nuked! :D
Just a guess...
Posted 17 years ago2006-08-05 03:06:55 UTC
in help?! Post #192520
I read the compile log, but I can't understand shit. Why can't they use simple english, like
Token too big on line 6
can be re-written as:
Brush problem. click check for problems. :tired:
Posted 17 years ago2006-08-05 03:03:47 UTC
in Strength Of objects Post #192519
ok thanks! ;)
Posted 17 years ago2006-08-04 07:20:54 UTC
in Strength Of objects Post #192416
Hmm, I'm using CZ and was wondering if the default for these "damage" was equal to normal player damge?
As in like a breakable crate has "100 strength", so it is like a player with full health?
Posted 17 years ago2006-08-04 07:19:10 UTC
in stupid sprites Post #192415
They might be sprites actually. Just add in a little light entity along with them
Make a specific type of sprite if you don't already have it and put them all over the room.
Make them activate at different times (a multi-manager might come in handy) so that it looks like there are twinkling stars all around your room!
If you need to make a sprite, go here.
http://www.cstrike-planet.com/files/32 :D
Posted 17 years ago2006-08-04 07:07:23 UTC
in help?! Post #192414
I think that was rather obvious... :P
Posted 17 years ago2006-08-02 06:31:06 UTC
in Team win (Counter-Strike, Hammer) Post #192259
Read up on this tutorial. http://twhl.co.za/tutorial.php?id=37
You can then make things explode one by one.
And, that saves you the time of putting a trigger_hurt. :biggrin:
Posted 17 years ago2006-08-02 05:23:48 UTC
in ASSAULT CAMERAS! Post #192257
Posted 17 years ago2006-07-31 08:50:12 UTC
in Error: Line 4 is incomplete.... Post #192080
Wow, never knew that...
Then again, I don't know much about mapping...