Forum posts

Posted 19 years ago2004-11-27 00:29:26 UTC
in strings won't work :-( Post #75014
come on, somone please help
Posted 19 years ago2004-11-26 19:10:15 UTC
in Sliding glass windows Post #74931
don't forget lip, you need to set a lip, if the glass is 5 units farther away from the wall the door goes into than the steel frame, then the lip is 5. It's easy once you understand
Posted 19 years ago2004-11-26 18:59:06 UTC
in strings won't work :-( Post #74930
Ok, so my strings.lst is a lst file inside my shell folder, all the lines i want to change have been set up, but they don't change in the game! What did i do wrong?
Posted 20 years ago2004-10-31 04:23:37 UTC
in Hostages on conveyor Post #70721
well, maybe he'll get entertainment out of it :badass: ik i would
Posted 20 years ago2004-10-31 04:07:31 UTC
in record half life gameplay? Post #70720
hey, can anyone tell me how to record half life gameplay or give me a good site. not a half life mod, just half life.
Posted 20 years ago2004-09-26 20:46:23 UTC
in lockable door Post #62244
honestly, i think you'd be better off waiting for cs: source before you make this map of yours
Posted 20 years ago2004-09-26 20:45:15 UTC
in lockable door Post #62243
umm, for cs or hl? if for cs, i don't think so, but maybe, if for hl, check around on the tutorials, try and put together some ideas using multiple tutorials, i bet i could find some if i looked for a while
Posted 20 years ago2004-09-26 20:43:59 UTC
in no beam produced Post #62241
plz answer
Posted 20 years ago2004-09-26 20:31:30 UTC
in spawns Post #62236
if you mean for cs, one in kitchen (counter_terrorists), one outside (terrorists). that's if your making a defusion map, dunno what to say otherwise, prolly wouldn't say if i did know what to say
Posted 20 years ago2004-09-26 20:27:57 UTC
in no beam produced Post #62235
lemme correct one thing, the func trains are beam1_start blah blah, the beams themselves are labled beam1, beam2, beam3, beam4
Posted 20 years ago2004-09-26 20:27:04 UTC
in no beam produced Post #62234
ok, here's everything i've done for these beams..

I've made five func_trains, there are 4 beams, all beams share a func_train, this is beam_end. 3 of the beam func_trains are beam1_start, beam2_start, and beam3_start. I set up three beams after that and beam1 uses beam1_start with an end entity of beam_end, same for next 2 except going up in entity (beam2_start, beam3_start...)
Now i have a fourth beam, with a start entity of beam_end and an end entity of beam4_end. I have them all set to start on and each func_train has all the path corners set up correctly and a trigger_auto for each that makes it move. so why won't the beams show up!
Posted 20 years ago2004-09-18 20:29:06 UTC
in beams, tutorial made me confused Post #60548
is there a quicker way than making each path corner in a circle?
Posted 20 years ago2004-09-18 19:43:17 UTC
in beams, tutorial made me confused Post #60544
ok, not a ring though, to be more specific, i have a func_rotating that is 3 bar things, all space, i want the beams to be straight, but rotate
WITH each of the knobs of the func_rotating. Please help, if you don't i'll sick my smiley on you! :badass:
Posted 20 years ago2004-09-18 19:34:25 UTC
in beams, tutorial made me confused Post #60543
can someone explain how to make one of those beams that's all shaky and goes up then down, I read the tutorial but now i'm completley lost, i'm sure i could figure it out on my own, but come on, why would i if you can help?!
Posted 20 years ago2004-09-16 14:47:19 UTC
in aiscripted sequence won't work Post #59864
still won't work
Posted 20 years ago2004-09-16 14:31:50 UTC
in aiscripted sequence won't work Post #59846
zombie_eating is a command, still, why won't this work, i'm recompiling now that i've added a few things, if it doesn't work i'll msg
Posted 20 years ago2004-09-16 14:22:28 UTC
in aiscripted sequence won't work Post #59827
eatbody
Posted 20 years ago2004-09-16 14:04:42 UTC
in Dark Maps Post #59819
well, you set up a dark sky texture right? well now you need a dark light, so make a light that's a light_spot and turn it to be black, that's what i do, oh, and make sure that the sky option is on yes
Posted 20 years ago2004-09-16 13:33:44 UTC
in aiscripted sequence won't work Post #59815
yeah, one more thing, i've made it a scripted sequence now so he can die, but it's still not working. :
Posted 20 years ago2004-09-16 13:27:41 UTC
in aiscripted sequence won't work Post #59814
i can't get my zombie to eat a body leaning against the wall, i've placed him in the right spot, and he's alive, the aiscripted_sequence search's 500 and is right next to him, it targetmonsters him and i did name him, why won't it work!
Posted 20 years ago2004-09-11 15:33:42 UTC
in face/world issues Post #58258
you'll notice that the both checked boxes only occur on one side, this is because all doors and text are aligned on one side to fit correctly so it's readable, so just reverse the other side if you need them both to match, it's not a large problem though
Posted 20 years ago2004-08-09 15:42:02 UTC
in can't end the game Post #49422
you see, that's what i did gman, but it won't work
Posted 20 years ago2004-08-08 16:05:11 UTC
in can't end the game Post #49100
i can't e-mail it to you, but i can put it on my site, ndey.net/tony, download it when i put up another post

it's on downloads page under YFM demo
Posted 20 years ago2004-08-08 16:00:13 UTC
in can't end the game Post #49097
that's not what I want for this case though, i thought about that
Posted 20 years ago2004-08-08 15:50:57 UTC
in can't end the game Post #49093
I'm making a mod (ndey.net/tony) and I can't end the training mission, I made the fade happen, but I can't get the game_text or the game_end to work

I've got it set up as a when you kill a bullsquid it triggers a multi manager which has three keys, the fade, text and end, but the text and end won't work, and the names and targets are all in place, any help would be MUCH appreciated
Posted 20 years ago2004-08-07 01:45:07 UTC
in stupid sounds Post #48633
hmm, it's working now, i don't know why, but it's working
Posted 20 years ago2004-08-07 01:38:06 UTC
in kill by button Post #48631
yah, that should work
Posted 20 years ago2004-08-07 01:37:18 UTC
in kill by button Post #48630
hmm, maybe make the button target a trigger_hurt brush entity right where the button is and make it have 100 damage
Posted 20 years ago2004-08-07 01:28:07 UTC
in stupid sounds Post #48628
my sound is bustmetal1.wav, it's in debris, and i tried debris/bustmetal1.wav and debrisbustmetal1.wav, should i use something other than ambience_generic?
Posted 20 years ago2004-08-07 01:23:30 UTC
in Fading and endgame Post #48627
not sure what you mean dude, be more specific
Posted 20 years ago2004-08-07 01:13:44 UTC
in Reflective glass Post #48625
it absolutely can't
Posted 20 years ago2004-08-07 01:06:59 UTC
in stupid sounds Post #48623
how do you play sounds that aren't in ambience?
Posted 20 years ago2004-08-06 02:12:05 UTC
in targets! Post #48319
ok, thanks a lot, now it works great, all i have to do is make em a little bit slower. ty cp
Posted 20 years ago2004-08-06 02:04:40 UTC
in targets! Post #48316
ok, i'm compiling my map to test it now, now that it's moving i mean
Posted 20 years ago2004-08-06 01:55:26 UTC
in targets! Post #48313
upload it, cause that's what i have, does it have to be moving to trigger something, or can it move and stop and then be shot to trigger something?
Posted 20 years ago2004-08-06 01:49:24 UTC
in targets! Post #48311
I DID! IT STILL DOESN'T WORK, they all have names and fire on damage targets, and they won't target eachother, do they haveto be in movement to trigger something?
Posted 20 years ago2004-08-06 01:47:20 UTC
in targets! Post #48309
did you put it in mapvault?
Posted 20 years ago2004-08-06 01:45:17 UTC
in targets! Post #48307
oh, and i did give them targets! in the fire on pass slot
Posted 20 years ago2004-08-06 01:44:40 UTC
in targets! Post #48306
ok, they're all the same properties, i didn't change the angle, DUH, the health is 2, the names are targ1 targ2 targ3, bla bla, i gave them all path corners to follow, and they stop once they hit their second path corner (that's what i want, i set them up to do that).

I tried a trigger multiple that targets the first one, doesn't work
I tried a trigger once that targets the first one, doesn't work
I now use a trigger once that activates a multimanager that targets the first one, that works (but then the target doesn't activate the next target when i shoot it!)
Posted 20 years ago2004-08-06 01:37:37 UTC
in targets! Post #48303
nope, i've already tried it, i shoot the first one and nothing happens, the health is set to 2 and i shot it 17 times!
Posted 20 years ago2004-08-06 01:30:23 UTC
in Problem during the loading screen Post #48299
hmm, you'll have to fiddle with the configurations then vallian, eventually you'll get it just right and you'll never have to fiddle until you get a new comp.
Posted 20 years ago2004-08-06 01:19:32 UTC
in Problem during the loading screen Post #48297
map change failed... i have this problem too, an easy fix is if your not making a full mod then put the rmf and map directory to the same folder, if your making a full mod then make use of the custom game option first, use the tutorial on this site if you haven't already, then make an rmfs folder along with the map folder and set them, voila it should work
Posted 20 years ago2004-08-06 01:02:18 UTC
in Tunnel Vision Post #48293
also the window with the correct axis will be the one that makes it look like a circle instead of a line
Posted 20 years ago2004-08-06 00:59:30 UTC
in Problem during the loading screen Post #48292
ok, first thing is first, find out what the load screen is doing.

to do this:
1. create a shortcut to the hl.exe
2. go into the shortcut's properties
3. in target add -dev -console

make sure to add both, now load your map and tell us what it says
Posted 20 years ago2004-08-06 00:57:13 UTC
in targets! Post #48291
well, now i got the first one to stand up, but i want it to trigger the next one ONLY after you shoot the first one
Posted 20 years ago2004-08-05 20:05:39 UTC
in targets! Post #48242
no1 knows how to do this? I want to make targets like in the hazard course, but without lights
Posted 20 years ago2004-08-05 20:04:34 UTC
in targets Post #48241
someone help!
Posted 20 years ago2004-08-05 19:48:56 UTC
in targets Post #48228
GARG, THE FILE YOU PUT DOESN'T WORK!
Posted 20 years ago2004-08-05 16:06:15 UTC
in targets Post #48169
ty garg, your a big help :)
Posted 20 years ago2004-08-05 16:01:12 UTC
in targets Post #48162
gibs, they're the things you see fall in half life when something breaks