You need to use the picking-up of the HEV suit to trigger a multisource. Consult jaardsi's excellent example map here to find how to lock and unlock a door using a multisource.
Once you understand how to do that, I'm sure you can figure out how to sort out barney (I can't off the top of my head :))
Search these forums for "high definition models". There are several sites, all linked to several times, with excellent models (barney, with proper eyes, blinks, individual fingers, and a shield, etc).
You should fiddle it together as one big image first, then cut it up. Make a sort of 'net' of them. If you want, you can e-mail me the pictures (ZIP them) and I'll do it for you
I considered that - but I can't find how to specify children's properties at all! All you seem to be able to set is their name. God, I've been mapping too much; I just hit Ctrl+S to save this post so far :D.
I looked at the "children name" key with SmartEdit off and it doesn't match up with the property for the individual scientist (if it had been something like child_targetname then I mighta tried child_body).
Does anyone know how to set a monstermaker to produce a random-body scientist? I tried body -1 and skin -1 but neither worked, I just ended up with Glasses.
Assuming you can use both trigger_relay and func_door in NS:
Entity type: trigger_relay Name: game_playerspawn Target: spawnprotectdoor Delay: 600 seconds
Flags: "Remove on fire"
Entity type: func_door Name: spawnprotectdoor
Voila. Should work.
God damn. Tommy14's is down. A day or two ago I got a bandwidth exceeded error. That was the day I was gunna save the error page in case it ever went down
Oh well, always Google's cache and the other web archives.
Look at a view which shows the fan blades face-on. The axis the fan should rotate about is the one that isn't in the name of the viewport; i.e. if the viewport is "x/y" then it should rotate on the Z-axis.
Yes, but you really need Zoner's. The standard tools are six years old and full of bugs. They're no good! Get ZHLT from the links page. It's not very hard to set them up, just replace q*.exe with hl*.exe, i.e. qcsg.exe -> hlcsg.exe.
If you have at least one info_player_start (CT spawn) and info_player_deathmatch, they should show up on the map list.
The .BSP (compiled version of the map) should be in cstrikemaps. Check that it is. If it's not, your map probably hasn't compiled properly. Post "testmatt.err" here. It's a text file and it'll be in the same directory as your RMFs. If that's empty, post the .LOG.