Forum posts

Posted 14 years ago2010-07-23 17:01:18 UTC
in Compile Windows Not Responding Post #283372
It still blows my mind why Valve did'nt implemented some sort of threading in that Compile thingy.

That's why i prefer a front end GUI.

Right now, i know a couple but they're probably all broken due the recent engine updates.

Meh.
Posted 14 years ago2010-07-23 10:03:56 UTC
in sdk - adding abilities like fast shootin Post #283354
so far i have a few problems with compilator errors
What the hell has my Compilator to do with what you're to achieve? For your information, the Compilator (which i have created) is a frontend for CSG, BSP, VIS and RAD and HLFix as well).

I think you're mixing things up, dude.
Posted 14 years ago2010-07-21 13:27:38 UTC
in help to made a door opens whit two butto Post #283310
See, that's why we're all getting confused. :/

It's really hard to do such a thing. It's likely you'll end up with the door open with the player outside the trigger. What if you step out of the trigger while the door is still moving up? Or what if the door closes while you quickly move back inside the trigger?

It's gonna be a pain in the butt to get that synchronized. In Source this would work just fine (gotta love the IO system).

So, i would advise you to drop this and think of something else.
Posted 14 years ago2010-07-21 10:13:47 UTC
in help to made a door opens whit two butto Post #283308
Actually, maybe its possible.
Quote:
All you need are two func_pushables and two trigger_multiples with their Pushables flags checked. And of course a multisource that checks whether both pushables are touching the trigger which eventually allows the door to open.
Try it and when you're having problems getting it to work, create a thread about it.
Posted 14 years ago2010-07-21 08:35:54 UTC
in help to made a door opens whit two butto Post #283304
Cstrikeman, my last post was directed at Manly, not you.

Let this be a lesson, if you have a question that's very similar, just create a new thread.
Posted 14 years ago2010-07-20 16:31:54 UTC
in help to made a door opens whit two butto Post #283275
If you want to trigger it with an object, thats much easier to do.
All you need are two func_pushables and two trigger_multiples with their Pushables flags checked. And of course a multisource that checks whether both pushables are touching the trigger which eventually allows the door to open.
Posted 14 years ago2010-07-20 13:46:09 UTC
in help to made a door opens whit two butto Post #283266
I don't think there's an entity that allows that. Perhaps you can do it with triggers, like an inside and outside trigger.
Posted 14 years ago2010-07-20 11:37:57 UTC
in help to made a door opens whit two butto Post #283260
Well it works fine for me.
Make sure the delay before reset of the trigger_multiple isn't set too high. The door won't be retriggered after that time has passed.
Posted 14 years ago2010-07-20 11:26:28 UTC
in help to made a door opens whit two butto Post #283258
In that case nevermind.

It should work though. Let me try it in a quick map real fast.

Brb.
Posted 14 years ago2010-07-20 11:07:41 UTC
in help to made a door opens whit two butto Post #283256
Set it to a positive value.
And you may need to check the toggle flag of the button as well.
Posted 14 years ago2010-07-20 10:56:58 UTC
in help to made a door opens whit two butto Post #283254
Change the delay before reset to anything but -1.
Posted 14 years ago2010-07-20 09:59:57 UTC
in help to made a door opens whit two butto Post #283251
@ Cstrikeman: So you want the door to open only if the two buttons are pressed at the same time (give or take a couple seconds)?

@ Hunteh and ManlyStump: There's no need to set the Delay before reset property, just leave it at its default value or whatever. What you need to do to make the door close when re-triggered is to check the Toggle flag on the Flags tab. The Delay before reset value is ignored when the Toggle flag is checked.

@ Tracker: Here's a tip for you and everyone else: don't name entities if you're not going to reference (trigger/fire/call) them using any trigger. This saves memory and potential game resources.
Posted 14 years ago2010-07-19 16:37:13 UTC
in master of hl (entities mapping etc) requ Post #283196
You can't expect people to join your mod if you don't give us enough information about your project. Did you even read that turorial? Something tells me you only read the title and then closed it.

This won't make you an accepted member, trust me.

Try again.
Posted 14 years ago2010-07-19 16:01:26 UTC
in [UTILITY] Compilator 3 Public Beta Post #283190
I have decided to drop Source support. It's a freaking pain in the butt to implement it.

Im sorry, but Source is out.
Posted 14 years ago2010-07-19 12:26:44 UTC
in Post your screenshots! WIP thread Post #283178
Normally i'd say the lighting is boring and bland and that you should add more colors, but this is a dreammap, so i guess its fine. There's no reality in dreams.
Posted 14 years ago2010-07-19 10:19:38 UTC
in master of hl (entities mapping etc) requ Post #283171
Posted 14 years ago2010-07-19 09:00:45 UTC
in "Map '(map name)' bsp version 20, e Post #283169
First of all, george, this is the wrong forum to ask mapping/game issues in. It says Site Comments and Suggestions. What were you thinking to post it here? We have a Source (Half-Life 2 and up) and a GoldSource (Half-Life 1 and up) section. Determine which one suits your question.

And finally, put some effort in your question. Tell us what you've made and how you tried to run it (manually using the console or with a front end GUI or something different). And its really not necessary to use that many exclamation marks.

But all is forgiven. Try again and post your question in the correct forum.
Posted 14 years ago2010-07-17 06:42:19 UTC
in Rooms (mini co-op project) Post #283129
i'm assuming that the world prop using phlt copy will is treated as a model somewhat?
Somewhat, their still brushes, but brush entitites receive a *model keyvalue, so that the engine can identify them. Or something.

Im not really sure what it does, but ingame, their still brushes.
Isn't it easier to just tie the brushes to func_wall?
You did'nt get the point.
Posted 14 years ago2010-07-16 17:23:58 UTC
in Rooms (mini co-op project) Post #283121
Yes, if you shoot, the bullet decals appear on all copies.
Posted 14 years ago2010-07-16 16:28:22 UTC
in Rooms (mini co-op project) Post #283115
http://twhl.co.za/vault.php?map=5307

It takes one entity object, a brushmodel of a wineglass like the one's in Captain Terror's cubicle, makes copies of it and places it where you placed the phlt_copy_brush entities. You can even change the angle (rotatation) of a copy (as seen in my example map).

So you can have a whole bunch of wineglasses without your wpolies skyrocketing.

But there are some things you should know of:

1. Brush entities you want to copy need an ORIGIN brush attached.
2. Your epolies go up. A lot. But that's acceptable.
3. Copies will look exactly as the original, including lighting and decals applied to it, no matter whether from map start or while the map is running (bullet holes, sprays, blood, etc.), and that the copies cannot emit light.
Posted 14 years ago2010-07-16 15:38:29 UTC
in Rooms (mini co-op project) Post #283110
While you're at it, apply phlt_copy_brush on those cans/bottles.
Posted 14 years ago2010-07-13 20:30:59 UTC
in Fire Aiming Down Post #283040
I don't think Atom noticed this was in the Source engine discussion smile - :)
Oops! Fail.

In that case, my previous replies in this thread can be ignored,

But, i had the exact same issue when working on my Space Shuttle mod for the Ep 1 source engine. Env_steam is actually perfect for this but I could'nt get it done because there's no way to specify a custom material for this entity.

Unless...

I pulled Daubster's leg and asked him if he had a solution. He explained to me how to add an new material from the env_steam entity by adding a couple of lines in c_steamjet.cpp which is the C++ sourcefile of the env_steam entity. That worked, as seen in this thread: http://twhl.co.za/forums.php?thread=14114

I have'nt tried it in any of the newer version of the source engine yet, and it's possible there's a better entity for this now.

I think the superior particle system is what you should be using for this kind of effect, however, getting a fully functional particle effect from it is pretty tough. Creating a particle from scratch without any help from a tutorial or something is pretty much a no-go. This is the reason why my shuttle project development is slow on hold: i have no idea how to use the particle system and im unable to find any tutorial about it.

So i can't help you any further. Sorry for giving you false hope.
Posted 14 years ago2010-07-13 19:43:02 UTC
in Fire Aiming Down Post #283034
Hehe. :)

Yes, it does animate.
Posted 14 years ago2010-07-13 19:08:18 UTC
in Fire Aiming Down Post #283031
First, use sprites/rjet1.spr. That one resembles a rocket exhaust flame (hence the sprite name) however, a single sprite doesn't quite cut it, you'll need to place multiple instances of that sprite in streight line sort of way, where each sprite is slightly smaller than the previous one.

Make sure that rendermode is additive so that the colors add to eachother.

In the end you can make it look something like this:
User posted image
Posted 14 years ago2010-07-13 17:43:40 UTC
in Rooms (mini co-op project) Post #283025
a new copy of it has to be spawned behind the scenes.
Wait. So how did you managed that? As far as i know, you can probably only do this with Spirit.
Posted 14 years ago2010-07-13 17:32:59 UTC
in Rooms (mini co-op project) Post #283022
Have you checked the flag on the multimanager's flags tab (forgot what it's called)? Im pretty sure you did though.
Posted 14 years ago2010-07-13 11:08:09 UTC
in Show Your City Pride Post #282998
Culemborg, Netherlands

It received city rights in 1315. How's that, old enough? :P
In 1995, Culemborg was one of the cities which was temporarily evacuated because of the risk of flooding.
Yeah, that sucked. :/ I know all about it.
On New Year's Eve 2009/2010 longer existing tensions between Dutch-Moroccan and Dutch-Moluccan youth culminated in violent race riots in the district of Terweijde.
Good thing i don't live anywhere near where that happend.
Posted 14 years ago2010-07-10 18:06:57 UTC
in Disabling a info_player_dm. Post #282912
Use a trigger_relay to kill stuff.

Also, note that info_player_deathmatch entities don't have targetname property. You can try adding this keyvalue manually by disabling SmartEdit.

Though i have my doubts you'll pull it off.
Posted 14 years ago2010-07-10 11:59:59 UTC
in Disabling a info_player_dm. Post #282896
@Skals: Killtarget won't work because once you killtarget something, that target is completely removed from the game and there's no way to get it back in again.

@ Joe: Ok, that's tough. Im pretty sure you can't do something like that, but maybe you can use trigger_teleports to teleport players to playable area's in your map. you can simply disable a t_t with a multisource.

You can also try adding a master field to the info_player_deathmatch and see if the game disables it. This also need a multisource though, one for each i_p_d.
Posted 14 years ago2010-07-09 12:25:10 UTC
in TWHL Cubicles Post #282861
Then the next map should have a player_weapon_strip at the start to remove the crowbar from the player.
Posted 14 years ago2010-07-09 10:02:51 UTC
in TWHL Cubicles Post #282858
I have one little issue: Who's idea was it to put zombies in the very first map and issue a HEV suit, crowbar and glock/beretta to the player? Its annoying in the next nine maps because there's nothing to shoot and it obstructs the player's view.

I say get rid of suits, weapons and monsters. This is purly eyecandy, so it doesn't need any of those.
Posted 14 years ago2010-07-08 14:22:18 UTC
in How to make level end? Post #282829
It is quite dodgy for me I have to admit, sometimes it doesn't work.
Exactly, thats why i prefer the trigger_end_section.
Posted 14 years ago2010-07-08 14:08:56 UTC
in How to make level end? Post #282827
If i remember correctly, it made my game crash when i first used it, many years ago. Trigger_end_section did the trick just fine.
Posted 14 years ago2010-07-08 14:06:20 UTC
in How to make level end? Post #282825
To end a game and return to the main menu, use the trigger_end_section entity. Possible section values are:

_oem_end_training - takes the player back to the main menu
_oem_end_logo - same as above
_oem_end_demo - This was used in the demo. Same as above, but also attempts to open 'media/order/default.hml'.
Posted 14 years ago2010-07-08 12:52:10 UTC
in Disabling a info_player_dm. Post #282813
I don't think you can, at least not in vanilla HL. But there might be ways to fake it.

What do you want to do?
Posted 14 years ago2010-07-07 11:55:13 UTC
in rotating warning light Post #282789
Then it is a texture light. Disable it by commenting it out in the rad file ( // ).

The rad file is either in your rmf directory where you keep your rmf's or in the tools directory where the compile tools are (hlcsg, hlbsp, etc).
Posted 14 years ago2010-07-07 11:36:51 UTC
in rotating warning light Post #282787
So its a custom texture?

If you have a rad file with this texture in it, it becomes a light emitting texture, knows as a texturelight.

Are you sure this brush emits light and not something else like the solid base?
Posted 14 years ago2010-07-07 11:28:49 UTC
in rotating warning light Post #282785
Whats the texturename of that red brush texture?
Posted 14 years ago2010-07-06 18:27:33 UTC
in NASA on Steam? Post #282756
Even though it's a different developer, i hope they bring Space Shuttle Mission 2007 to Steam. No more shitting with serial keys, hardware ID's and what not.

Admin of the Space Shuttle Mission 2007 forums, if you're reading this: GET TO IT! :D

Edit: It took me 39 minutes to repair the base (on my own that is). What's your time?
Posted 14 years ago2010-07-06 16:42:16 UTC
in NASA on Steam? Post #282753
Yes, its true:

User posted image


And what's more, its appearantly free!

Im checking it out. And you?
Posted 14 years ago2010-07-06 12:50:54 UTC
in TWHL Cubicles Post #282746
I don't think Rimrook cares any more. :(
Posted 14 years ago2010-07-03 15:48:05 UTC
in func_tracktrain problem Post #282646
I doubt that he needs a func_train, as the path_tracks make a turn into the tunnel, he obviously wants the truck to stick to that, you know, make the turn as well.

I don't know what the heck you're doing, but i tested this myself ingame, and truck moves forward, facing the second path_track.
I did not change the truck angles, they are at 0 0 0 so don't change them yourself.
Posted 14 years ago2010-07-02 18:01:44 UTC
in func_tracktrain problem Post #282612
patch_crack
I lol'd.

Anyway, don't set the angles of the truck, leave it at 0.
As for the tracks, you want to have the angle pointing at the next path_track and that one should point at the next.

Yes, i tried it ingame and it works.
Posted 14 years ago2010-07-02 16:38:06 UTC
in func_tracktrain problem Post #282609
Ok, i was wrong in my previous post, like potatis_invalid already mentioned, you need to make the front end of your truck face west, as seen from the top view in this screenshot:
User posted image
Ingame the truck will face the first path_track.

Also, its best that you put the origin and the first path_track in the exact center of the truck. To get the exact center, make a temporary brush and cover the entire truck with it. Then select it and hit CTRL+E, this will make the grid viewports center on the brush. Now look for the X that marks the center of the brush, since the brush is the same size as the truck, this X marks the location where you should put the ORIGIN brush and first path_track.

Don't forget to raise the other path_tracks to the same height as the first one, otherwise your truck will partially dissapear in the ground.
Posted 14 years ago2010-06-30 17:49:06 UTC
in func_tracktrain problem Post #282529
Moved.

Make sure your train has an ORIGIN brush attached and that its facing right in Hammer, seen from the top view. The train will automaticall face the first path_track.
Posted 14 years ago2010-06-30 16:21:29 UTC
in func_tracktrain problem Post #282526
Source or GoldSource?

Ill move this thread to the correct forum once you say which engine this is for.
Posted 14 years ago2010-06-30 10:38:16 UTC
in random error Post #282510
Your func_trains need an ORIGIN brush attached.
Posted 14 years ago2010-06-29 12:22:04 UTC
in random error Post #282475
You could try using an ring env_beam or env_laser but im not sure if it'll look and behave exactly like the houndeye attack.

I don't think there's another way, unless you use Spirit, it has a env_shockwave entity which does exactly what you want.
Posted 14 years ago2010-06-28 17:33:49 UTC
in Now Playing: ... Post #282452
Stream name: Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno
Station: :: http://www.playdio.se ::
Current title: Aliz?e - I'm not twenty

No really.
Posted 14 years ago2010-06-28 17:16:52 UTC
in Competition 28 Post #282450
Skals, you probably shouldn't use content from Gunman since it is a retail game. Even if Gunman was a free mod, you can't just take its content and use it in your own map/mod. This is simply stealing.