Forum posts

Posted 20 years ago2004-08-26 05:18:06 UTC
in hammer 3.5b + cs 1.6 = GHEY! Post #54160
yes, for cstrike 1.6, hammer needs to be like so:
User posted image
Posted 20 years ago2004-08-26 05:10:21 UTC
in scenery or prop models? Post #54158
www.doenerking.de
Posted 20 years ago2004-08-24 05:37:00 UTC
in counting Post #53472
gd work lol
Posted 20 years ago2004-08-24 05:33:00 UTC
in identify player?!?! Post #53469
i've had this thought before (well similar) and i think the problem is valve never used something like this, so they didnt put any blatantly obvious entities in for it, but it doesn't mean it's not possible, you could spend hours testing entities to see what happens, and find that it's impossible, or you could give in gracefully and use something else to do what you want, i made a set of charges on a wall wired to an explosive trigger thingy like they use to blow up buildings etc, all the ct had to do was turn up and press the button, and the wall literally blew the fuck up!

this means you can't have a single ct do it, but when you think about it, cs is a team based game, so everyone should be able to do everything, just because you never know what kind of morons are on your team.. =/
Posted 20 years ago2004-08-24 05:28:23 UTC
in Compiling error Post #53468
holy crap, go to the folder where your.rmf/.map file is (beginner.map/begginer.rmf i imagine) and manually move the frickin' file to whatever maps folder you'll be using, for steam it's:"
Whatever drive!!:program filessteamsteam appsyour@email.comcounter strikecstrikezmaps
my god it's that simple, if you're having trouble finding a file on your pc then i doubt you should be attempting to write DOS programs.

that's just my opinion anyway.
Posted 20 years ago2004-08-24 05:23:57 UTC
in How do I make those blackmesa robots Post #53464
um, nice avatar.... =/ lol
Posted 20 years ago2004-08-21 13:38:26 UTC
in How can you make models... Post #52503
path corners scripted sequences?
Posted 20 years ago2004-08-21 09:02:26 UTC
in time limit Post #52463
trigger_auto
multi_manager
hostage + hostage rescue spot

could be achieved with a game_end, but not sure, you'll need to read up about the fgd that uses it, see if it can be done with cs.
but like i said, it is possible
Posted 20 years ago2004-08-20 12:06:57 UTC
in triggering textured lights Post #52297
well, it does what it says on the tin ^

so, i've heard about it, but doesn anyone know any good tutorials or forum links on this subject, or know how to do it themselves? :
;)
Posted 20 years ago2004-08-18 14:17:43 UTC
in How to set skill level Post #51878
three maps, a teleporter at a start point, with easy normal hard written above them, then jusat copy the map, and put more monsters in.
for short login, under teh suit's Flags, there is an option, tick it
Posted 20 years ago2004-08-17 16:10:45 UTC
in Angel with train Post #51657
height above track..?
Posted 20 years ago2004-08-17 07:21:53 UTC
in Resetting a group of entities Post #51559
Posted 20 years ago2004-08-17 06:20:36 UTC
in Resetting a group of entities Post #51553
thnx for your help btw
Posted 20 years ago2004-08-17 06:18:42 UTC
in Resetting a group of entities Post #51552
hehe, great minds think alike =)
Posted 20 years ago2004-08-17 06:17:35 UTC
in Resetting a group of entities Post #51550
more env_renders i think =)
Posted 20 years ago2004-08-17 06:13:09 UTC
in Resetting a group of entities Post #51548
ah, yeah, i rushed that one a little, ok, cool, but.. hmm. i have two entities named the same there, and one has more of a see-thru nature than the other. so how would i sort that?
Posted 20 years ago2004-08-17 05:50:04 UTC
in Circular lasers Post #51542
if CP said it ain't possible i highly doubt it is lol
Posted 20 years ago2004-08-17 05:43:19 UTC
in Resetting a group of entities Post #51541
http://cariad.co.za/twhl/mapvault_map.php?id=1854
her's the link for the map i uploaded, it's just the entities, nothing pretty, i'd be honoured if you could take a look. ;)
Posted 20 years ago2004-08-17 05:32:46 UTC
in Resetting a group of entities Post #51539
ah, of course. hey CP, can i post in the map vault what i have so far, see if you can make sense of it.

i have a trigger hurt, that i've triggered to turn off after a while, but i want it back opn, how would i do that?
the game counter i used was just a guess tbh, but if that's the right one then i'll have to work it out?
Posted 20 years ago2004-08-17 03:37:05 UTC
in Resetting a group of entities Post #51531
but i did retarget them, they just disappeared and never came back on once they had been targetted once. =/
Posted 20 years ago2004-08-17 02:20:58 UTC
in Favourite THREE bands Post #51519
hahaha, well put rofl
Posted 20 years ago2004-08-17 02:19:03 UTC
in Resetting a group of entities Post #51516
Ok, so I've got whole bunch of entities all running off a trigger and a multimanager.
But I want to reset the whole thing after 10 seconds.
To give you as much detail as I can:

trigger sets off multi, multi sets off env_render (things disappear), multi nulls trigger, multi sets off game_counter (do I really need this, or can I do it thru the multi?), game_counter then does .... what do I need to do to reset the whole sha-bang?
Posted 20 years ago2004-08-15 15:37:28 UTC
in Favourite THREE bands Post #51227
rofl, you're killing me please
Posted 20 years ago2004-08-15 14:53:00 UTC
in FATAL ERROR Post #51216
post the map in the vault, along with the models. OR if it's too big, simply post a zip of models and we'll correct the paths, i suggest you never type it in manually. very wrong idd
Posted 20 years ago2004-08-15 14:50:19 UTC
in Favourite THREE bands Post #51215
omg gotrick, thank god you didn't :P hehehe

jaardsi, what style is that?
Posted 20 years ago2004-08-15 14:49:07 UTC
in Grammar and Punctuation class. Post #51214
Posted 20 years ago2004-08-15 14:47:42 UTC
in [Beta Release] cs_jungle_assault Post #51213
Posted 20 years ago2004-08-15 13:01:21 UTC
in [Beta Release] cs_jungle_assault Post #51194
Posted 20 years ago2004-08-15 08:48:26 UTC
in [Beta Release] cs_jungle_assault Post #51154
thnx to the good man zombieloffe, the map now has a host, the zip is 4.5MB and doesnt take long to d/l. enjoy!

Download it Here
Posted 20 years ago2004-08-15 08:29:37 UTC
in Grammar and Punctuation class. Post #51152
If you can spot the 5 grammatical errors contained within this post then I shall reward you with much wealth and other fantastic stuff.
Posted 20 years ago2004-08-15 08:26:53 UTC
in Favourite THREE bands Post #51151
hahaahha jaardsi you funny fucker!
yeah me too! everynight i go down town to an illegal 'mario-rave', we take loads of 'mushrooms' and listen to snes music

also, eifel 65 are.. well... i didn't know they had more than one song, that 'blue-da-ba-dee' shit, god that was awful

7th has quite refined taste.. you like, say.. The Kinks, and The Animals, old school stuff like that?
Posted 20 years ago2004-08-15 07:02:36 UTC
in [Beta Release] cs_jungle_assault Post #51137
thanks, it took me a while to find a really good technique for them, triangles is ok, but you have to think outside the square, luckily i have a friend who is a genius, it's his technique =)
Posted 20 years ago2004-08-15 07:00:01 UTC
in Textures Post #51134
you can increase the tex memroy, i cant rememeber command and i aint going into it now, but if you cant find out tehn ask here and i'll go through it
Posted 20 years ago2004-08-15 06:56:39 UTC
in FATAL ERROR Post #51133
depending on the MOD you're mapping for, the model you used needs to be:

C:Program FilesSteamSteam Appsyour@email.comdayofdefeatdod(or is it valve?!)modelsmapmodels

the error you got is caused by not having the model that's in the map, in the right place in your mod directory.

make sure the pathname is correct, make sure the model name is correct, make sure it's in the right folder.
simple as that.
Posted 20 years ago2004-08-15 06:11:16 UTC
in [Beta Release] cs_jungle_assault Post #51123
G_KID, every single possible place where there can be a rail, there is a rail. there aren't any (nor are there going to be) drainpipes, because i value the r_speeds too much (which already hit a peak in a certain area) in a few pics, you can see the tops of roofs where ppl won't be able to go, so i aint putting detail into something no-one will ever see.

and which houses do you mean? the ones with the pipes and computers etc? everything is close together, if a CT ain't in the open, or in the warehouse, he's in the sewer system/adjoining buildings. Trust me, I Tested it with 8 ppl yesterday, and there was camping, there was rushing, there was everything you get from assault but ct's stand a much better chance.

Anyway, I've compiled what I hope will be the final version. I need to test it with a few people then I'll get in touch, Zombie =)
Posted 20 years ago2004-08-14 18:55:29 UTC
in !I wanna rock and roll all night! Post #50993
You ever see 'em live? i caught them at reading in '99; ive never been more smashed, and i ended up crowd-surfing to Reef :
Posted 20 years ago2004-08-14 18:53:22 UTC
in [Beta Release] cs_jungle_assault Post #50992
Posted 20 years ago2004-08-14 16:24:19 UTC
in One brush shapes. Post #50971
if you're talking about a corner at an angle, and not straight on in the grids, then you'll need to make at least two or three brushes
Posted 20 years ago2004-08-14 16:21:59 UTC
in [Beta Release] cs_jungle_assault Post #50970
omg i got a spelling error in the .txt lol, good thing i posted it rof..

(ps. i've posted way too much in this thread =P)
Posted 20 years ago2004-08-14 16:20:41 UTC
in [Beta Release] cs_jungle_assault Post #50969
yeah man, the map takes a little under two hours to compile on my pc lol, so i am trying to get as much feedback (aesthetically, i've play-tested and gameplay has been addressed) before i do the prays to sweet jesus final compile.
i'm gonna get some signs made asap.
if i show some extracts from the .txt maybe you guys could come up with some good things to have on the signs?

Background:

A Rogue Cell of terrorists with links to Al Qaeda has captured a Proccessing Plant
on the outskirts of the Morroccan Capital.
They have threatened to destroy the Plant and excecute their captives
unless their (highly unreasonable) deamnds are met.

An International Counter-Terrorist Unit was called upon to infiltrate the area, gather recon,
and possibly move in to take out the Cell and stop any further bloodshed.


lol.. yeah i guess i went a little bit crazy but hey, it's almost like Tom Clancy :lol:
Posted 20 years ago2004-08-14 16:16:57 UTC
in Favourite THREE bands Post #50968
rofl floater, eifel 65! heeheehee!! :lol:

:P
Posted 20 years ago2004-08-14 16:15:45 UTC
in !I wanna rock and roll all night! Post #50967
Sublime - Lincoln Highway Dub =D
Posted 20 years ago2004-08-14 16:11:45 UTC
in [Beta Release] cs_jungle_assault Post #50965
yeah, for sure, i was just looking at those screens and it does repeat itself alot. i won't be changing the outside much, as i like the uniform feel of the "jungle"

i will however re-texture the area where it looks terribly bland, and think about more detail, i've had some feedback about extending architexture and such.
i'm going to compile the final overnight and it'll be ready tommorrow, can i send it to you over msn?
Posted 20 years ago2004-08-14 14:28:46 UTC
in night map Post #50959
well, actually, i think the fact that the map has a leak is so blatantly obvious you can't miss it. also use a wad that has the clip texture somewhere, or make your own, the compiler looks like it wasn't happy it cldnt find the clip texture.
and man, he wasn't being moody, he was being helpful.
Posted 20 years ago2004-08-14 14:03:04 UTC
in [Beta Release] cs_jungle_assault Post #50956
hmm, i see your point, but you'd be surprised, i just had an 8 man test on the clan server and it played really well, very much like assault actually, you're either owning or you're getting owned lol. there's surprisingly little camping on the terror side, and you feel vunerable in the warehouse.

i now have several things i need to change before i unleash this on the general cs public, to even it up and lower the r_speeds as much as i can, and get the sewer systems used more than they are; i'm thinking a drainage passage leading to warehouse/hanger complex.
anyway..
Posted 20 years ago2004-08-14 12:32:06 UTC
in Cs map lockup Post #50940
name the multi_manager or the player_weaponstrip 'game_playerdie' to trigger something on a players death.
and instead of giving 2 57's, try giving one, and the correct ammo, (ammo_57mm <-key // 5 <- value ie. amount of clips, 5 shld fill it up)
Posted 20 years ago2004-08-14 12:03:49 UTC
in [Beta Release] cs_jungle_assault Post #50935
as for the rooms, yeah, the detail is minimal but the bsp is already 5MB so I didn't want to cause more damage to vis and rad by putting in either more models or brush based furniture.. the rooms aren't empty, they are more like cs_italy, where rooms are sparse, but with it they allow freedom of movement and you don't get stuck on usless objects like a couch or a lamp, that would probably look crappy anyway (i never did like making prefab type thingies =P)
Posted 20 years ago2004-08-14 11:41:06 UTC
in [Beta Release] cs_jungle_assault Post #50932
there's 7, maybe 6 models, can't really remember tbh. but what's the problem with models? they are an excellent addition to detail and they stay within the limits as far as e_poly is concerned.
But you're entitled to an opinion =P
Posted 20 years ago2004-08-14 10:56:58 UTC
in [Beta Release] cs_jungle_assault Post #50925
Hey folks, just something I put together over the last week; after playing assault for 4 hours straight I decided it was a terrible map, and needed a refreshing dip in the pool of jungle warfare.
So after that poor metaphor, and more time spent compiling than mapping, here it is.
User posted image
The .zip for this map is in excess of the 2MB limit for the Vault, and I need a place to host this (zip is 4.5MB), please offer your suggestions, and comments on the map are welcome.
Posted 20 years ago2004-08-14 07:55:29 UTC
in trigger the sprite Post #50898
post map in the vault