Forum posts

Posted 19 years ago2005-05-05 17:24:13 UTC
in Dripping Water Post #107670
Create the drip using env_beam. It gives you control of the length that the drop falls. If you use a multimanager, you can even trigger a splash sprite and the dripping sound.
Posted 19 years ago2005-04-27 18:37:17 UTC
in Hammer bug! help me pleez Post #106182
Save and restart Hammer. ;)
Posted 19 years ago2005-04-27 18:35:50 UTC
in Monsters Must Shut Up... Post #106180
I think he's talking about their idling noises. Even when they are "gagged" the monsters make noises while waiting for the player to show up. There isn't a lot you can do about it without a lot of effort. Although, one possible solution would be to use a monstermaker that is triggered when the player gets where you want him to be, right before he gets to the monster.
Posted 19 years ago2005-04-10 19:11:01 UTC
in A glass question Post #103159
Or you could place a trigger_once over each func_breakable pane of glass, each one targetting its own pane. Then it would look like gordon is breaking each one as he reaches it.
Posted 19 years ago2005-03-09 20:49:51 UTC
in Triggering a Sound Once only Post #96082
To stop and start a looping sound, set the "not toggled" flag off and the "starts silent" flag on. Then target the sound once to turn it on, then target it again to turn it off. Repeat as often as you'd like.
Posted 19 years ago2005-02-20 16:31:32 UTC
in help adding monitor (computer) Post #92070
Posted 19 years ago2005-02-20 11:16:07 UTC
in continuous shake Post #91998
Seventh-Monkey is right, tick the "use only" flag in your trigger_changelevel entity which allows you to target it. Then place a trigger_auto in your map that targets the trigger_changelevel after 30 seconds. You won't need to teleport the player to a dark room unless you need to control the players exact location before the changelevel.
Posted 19 years ago2005-02-14 23:24:20 UTC
in HLRAD 3.0 crashing? Post #90633
This is happening to me in some of my maps also. I've found the cause, but not a good solution. It's caused by brush entities that have a ZHLT flag set to opaque (blocks light). When I changed these away from opaque, the map compiled correctly; however the entities no longer blocked light. I need the map to compile correctly AND the chosen entities to block light...So I haven't found a true solution yet...but at least this will help you a little.

If you don't want to search your map for all the opaque brushes, you can add the -nopaque parameter to your rad settings in the compile parameters and it will ignore the opaque setting ;).
Posted 19 years ago2005-02-08 20:26:55 UTC
in texture alignment on doors Post #89126
Using your texture tool, select both halves of the door, then tick 'treat as one'. Then tweak it to how you need it to be.
Posted 19 years ago2005-02-03 20:30:25 UTC
in dumb questions Post #88036
We all started out knowing nothing. You've a long journey ahead. Stick with it though, there's nothing like playing around in a map you created youself. Be sure to research your own questions as much as you can before asking them here. Don't be afraid to experiment and try out your ideas in a test map, you can't hurt anything, it's only mapping. ;)
Posted 19 years ago2005-02-02 23:12:02 UTC
in Am I the only one who can't hear sou Post #87871
I hear what you're saying. :) (Sorry) It is a strange problem. There may be a clue in the console after you start up a custom map. After you've loaded a custom map hit the ~ key and see if the messages there lead you to where the problem might be. Another thing that might help is to play the custom map with 'developer 2' typed into the console. That gives you lots of in-game information. Good luck with this.
Posted 19 years ago2005-02-01 23:38:21 UTC
in Door opened by switch... Post #87610
The thing to do here is to figure out why the door is behaving that way. The problem should not be caused by the button staying pressed..assuming you mean the button's delay-before-reset is set to -1. My hunch is you have the placed the door's name in the door's fire-on-close property. If it's there, take it out and the problem will be fixed.
Posted 19 years ago2005-01-29 23:56:26 UTC
in 3 questions-0 answers.... Post #86845
I'm not sure about 1 and 2, I don't think either one can be done. For 3, use a multisource/env-global combination as a master for the trigger_teleport to turn it on and off which makes it triggerable. The player must move inside the trigger-teleport brush for the teleport to work; however, you can make the brush as big as you need to cover the area where the player will be. The example map called "Delayed Teleport" shows how to use this technique.
Posted 19 years ago2005-01-26 20:55:31 UTC
in HELP! Custom Sentences! Post #85993
Take a look at my mod called HLywood in the completed map vault. I replaced the normal sentences with sound bites form various movies. Here's a previous post that explains how it is done.
Posted 19 years ago2005-01-24 22:38:50 UTC
in Song you are listening to [closed] Post #85581
Several species of small furry animals gathered together in a cave and grooving with a pict - Pink Floyd
Posted 19 years ago2005-01-20 20:20:43 UTC
in VIS - Stumped! Post #84732
It looks like you are running rad before running vis. Could that be the problem? Check your compile parameter. It is easy to accidentally change the order of execution.
Posted 19 years ago2005-01-19 22:12:25 UTC
in Too many named lights.... Post #84643
If the error is caused by 4 lights on a face, can you just divide the hallway into 3 lighted sections instead of 4?
Posted 19 years ago2004-12-18 10:46:25 UTC
in LEVEL CHANGE (HL1) Post #78961
Fade kinda slow and it works nicely. It's still better than having corpses follow the player. :P
Posted 19 years ago2004-12-17 17:51:03 UTC
in LEVEL CHANGE (HL1) Post #78896
Basically you env_fade to black and teleport the player to a dark room that is not near your main area, then instantly perform the level change from there. That way the corpses (or live monsters) will not follow you. Since it all happens in the dark, the player doesn't realize he's been teleported.
Posted 19 years ago2004-11-11 22:52:57 UTC
in Scientist Launcher Post #72727
Take a look at my map called Fling in the "Up top" competition. It is a device that flings the player across the room. You could just as easily fling a scientist. The rmf is included so you can see how it's done. Feel free to use that as a guide. Have fun!
Posted 19 years ago2004-11-04 22:19:01 UTC
in Func_tank shoots out of side. Post #71584
From the tankrockets tutorial:
The side of the barrel that you intend the rockets to emerge from means nothing to the game engine, so you need to make the rocket-launching side of the barrel face 0? in WorldCraft, and use the little Angle compass in the Properties sheet to set the direction you want it to appear in the game. For example, my barrel has to face 0? in WorldCraft, because that's where the engine is going to make the rockets shoot from.
Posted 19 years ago2004-10-18 17:00:02 UTC
in Explosion on target. Post #67399
Try to stick to the subject at hand. As for the flaming; arguing with someone on the internet is like running in the special olympics. Even if you win, you're still retarded.
Posted 19 years ago2004-10-17 20:21:29 UTC
in Mirror textures. Post #67178
Using the texture application tool, select the texture that's giving you trouble. Place a negative value, for instance; -1, in the x scale property. It will flip/mirror the texture.
Posted 19 years ago2004-10-17 20:16:18 UTC
in func_train problem Post #67177
Check the origin brush on your func_train. Make sure it still has the origin texture.
Posted 19 years ago2004-10-14 20:42:10 UTC
in Sparks Post #66563
Take a look at my example map for Stay-open door. I know that sounds weird but you can use the trigger multiples to turn the sparks on and off instead of opening and closing the door...once it is set up properly, the player can't mess it up.
Posted 19 years ago2004-10-10 16:10:31 UTC
in Texture error :( Post #65276
Now you are ready for Andys R-speeds tutorial
Posted 19 years ago2004-10-10 14:11:41 UTC
in Fire alarms and multisources Post #65259
I was asking how it behaves now. I understand how you want it to be. Worded differently; since you want the button to work only once and only after the glass is broken, keep your master on the button the way you have it, and set the button's reset value to -1. Then the button won't work until the glass is broken and you can't turn the alarm back on after you've used the button once to turn off the alarm.

(Then again, you can use TheGrimReafers solution or wait for 7th's example map, as those will also solve the problem.)
Posted 19 years ago2004-10-10 09:40:20 UTC
in Fire alarms and multisources Post #65228
Valak, do you mean that AFTER the glass is broken, the button can then toggle the alarm off and on? (solution is to set the button's 'delay before reset' property to '-1' so it can only be used once). Or do you mean that BEFORE the glass is broken you can turn on the alarm with the button. (your button's master is not working properly if that's the case)
Posted 19 years ago2004-10-10 09:30:20 UTC
in Brush question Post #65226
The advice above is possible to do, but it sounds like it will be hard to get everything moving correctly. If this becomes too difficult using func_doors, it's possible that you will need to use func_trains as your crushers. Then each crusher and shaft will be all one piece and the movement will be controlled by path_corners.
Posted 19 years ago2004-10-10 09:16:34 UTC
in Texture error :( Post #65222
This happens when the textures you used to build the map are not available in the game executable folder. In other words, make sure the wads you placed in your hammer "textures configuration" window are all available in your TFC folder where the rest of the normal TFC wads are located.
Posted 19 years ago2004-10-09 08:21:03 UTC
in My Entities are not functioning properly Post #64999
As 7th said, are you running HL in Software mode? That's the most likely culprit. It stops rendering stuff after about 800 wpolys. If theres a lot of distance and a fair amount of detail, that will cause this problem.
Posted 19 years ago2004-10-02 10:40:45 UTC
in Valve hammer editor set up (NEED HELP!) Post #63612
C:SIERRACounter-Strikecstrike.exe
The desktop icon you mentioned contains the path you need, look in it's properties to find it.
Posted 19 years ago2004-10-02 07:58:32 UTC
in Intentional fullbright? Post #63578
You can adjust the amount of minimum allowable light in the entire level by using the -ambient parm in the $light.exe compile command. For almost dark areas, I set mine to -ambient .0047 .0047 .0047 which barely lights up the dark areas of the map. I'm guessing that a setting of -ambient 1.0 1.0 1.0 would give the fullbright effect you are looking for without the lag. (Unless the lag is caused by something else...your mapping skills perhaps?)
;)
Posted 19 years ago2004-09-30 20:40:10 UTC
in locking doors question Post #63307
You're welcome. Let us know if you need more help. The global entities are worth the trouble to learn. ;)
Posted 20 years ago2004-09-26 21:08:40 UTC
in Multisource question Post #62250
Both solutions offered will work. It's just a matter of preference. As long as you got the results you were looking for, that's what matters. ;) Anonymous put a nice example map of his solution in the map vault. Cool stuff!
Posted 20 years ago2004-09-26 21:04:06 UTC
in no beam produced Post #62249
Did you pick a color for the beams? The default is black (0,0,0) which doesn't show up in-game. Try picking blue and see if your beams will work then.
Posted 20 years ago2004-09-23 20:46:28 UTC
in locking doors question Post #61540
You need a combination of a multisource, an env_global, and a func_button to act as your master lock switch. Put the name of the multisource below in the 'master' properties of any doors you want to lock/unlock with the switch. Set it up like this...don't use any capital letters...

func_button
target = global1

env_global
name = global1
GlobalStateToSet = state1
TriggerMode = toggle
InitialState = 'on' if you want the doors unlocked at first, 'off' if not.
Tick the 'set initial state' flag

multisource
name = multi1
target = (leave this blank)
GlobalStateMaster = state1
Posted 20 years ago2004-09-22 21:23:52 UTC
in Multisource question Post #61315
The trigger_multiples don't re-lock the multisource after they activate it the first time. It just stays 'on', that's why the doors open with one touch after that. However, if you make the trigger multiples each target a func_button, and have the func_buttons target the multisource, the func_buttons WILL re-lock the multisource after either one of them resets. Then your trigger_multiples will behave correctly. Just make the func_buttons invisible and put them out of reach of the player.
Posted 20 years ago2004-09-16 20:42:35 UTC
in This is Serious Post #60018
Use a pak explorer to open the sounds in Half-life and find the sound you are looking for, like the crowbar sound. Don't change any of these sounds or you will have to reinstall HL to get them back, just listen to them to find the sound you are looking for. When you find the sound you want to replace, copy that whole folder into your own mod's 'sound' folder. Then put the replacement wav file you want to use into that folder and call it the exact name of the HL sound you are trying to replace. When you run your mod, HL will search the mods folders first for sounds and sentences.txt. You have to copy in all the sounds from the original sub-folder even if you don't change them all, or HL will give an error if it tries to play a sound that you didn't include. Open up the Hlywood folder and go to 'sounds' to see how it is done. When compiling your maps, make sure hammer is pointing to your mod, or it will play the normal HL sounds. All wav sounds need to be converted to 8 bit mono in order to play.
Posted 20 years ago2004-09-13 20:23:25 UTC
in Easy Grouping Post #59122
That method often highlights more than just the items you want. You can hold the CTRL button and unhighlight the items you don't want to include. Another way is to use the visgroups function to make brushes and entities disappear to make it easier to highlight the items you want.
Posted 20 years ago2004-08-29 13:31:23 UTC
in Half-Life sign stays !? Post #55068
That file is called logo.avi, Half-life will only look for that name in order to put a picture there. In your mod folder place your logo using that name. It is located in the 'Media' subfolder. Take a look at this tutorial for more info. Custom menu art for your Mod
Posted 20 years ago2004-08-29 13:21:03 UTC
in My RAD keeps crashing, plz help. Post #55067
Sometimes the Rad step looks like it has stopped responding, but it is actually just taking a long time to do its thing. If your PC is low on memory it can take an unbelievably long time. When the compiler runs out of available RAM, it starts swapping pages to the hard drive which is extremely slow. On my old low-end PC, I've seen some compiles take 8 hours. During that time, it only 'appears' that the compiler has stopped responding. Ministeve is right, using a batch compiler will free up the memory that Hammer uses, you just have to remember to shut Hammer down before using the batch compiler. As a side note, you don't need to run rad every time you compile, you can turn it off if you aren't adjusting the lighting of your map.
Posted 20 years ago2004-08-25 20:09:50 UTC
in Moving func_lasers....or not Post #54085
Yet another successful solution from the ever elusive SlayerA! ;)
Posted 20 years ago2004-08-24 06:11:36 UTC
in Moving func_lasers....or not Post #53479
Use two func_trains for the beginning and end and an env_beam instead of env_laser.
Posted 20 years ago2004-08-11 19:37:29 UTC
in stupid splash screen Post #50249
I think the bmp should be called splash.bmp not loading.bmp. I don't use steam, so I'm not sure.
Posted 20 years ago2004-08-08 20:47:36 UTC
in Light Issues Post #49167
If you are using zoners half life tools and the halflife_3x.fgd, (and you should be) your brush based entities will have a "zhlt lightflags" property. Choose 'opaque' and the light won't shine through. However, when you open the door, the light will still not shine through the open door. There is an example map in the vault that shows how to simulate the light shining through the open door.
Posted 20 years ago2004-08-07 09:22:14 UTC
in Zap!! Post #48708
Or you could place a trigger_hurt in your map that covers everywhere a player could be and have the button target that.
Posted 20 years ago2004-08-07 07:57:44 UTC
in TWHL SHOULD BE #1!!!!! Post #48679
Anyway, i thought this site was for people who want to learn about mapping....keeping noobs out would defeat the purpose. And then who would keep us entertained? ;)
Posted 20 years ago2004-08-07 07:50:49 UTC
in Traps! Post #48678
One way to do this is to add one more path corner for your barrel func_train. As Seventh-Monkey suggested, place it in an area that is not visible to the player. Then tick the teleport flag of that final path corner. I did this with the exploding cabinet doors in minimicus. One of the doors falls to the kitchen floor and shatters when it hits.
Posted 20 years ago2004-08-05 18:59:27 UTC
in Saved games don?t retain Paths... Post #48213
The grunt path problem can be solved by using empty scripted sequences in place of path_corners. He continues to follow the scripted sequences after a save and load.