Forum posts

Posted 13 years ago2011-09-15 13:00:52 UTC
in Help with math logic Post #298969
hmm... maybe this will work:
place a trigger_once around every key and a math_counter.
let's name the trigger key1_trigger
when you pick up a key its trigger will add 1 to the key's counter.
the counter will hit max on 1 and will activate all doors' masters(which will unlock them).when you open a door it will first kill its own master resulting in permanent unlock.then it will subtract from all keys' counters 1,they will hit min(0) and will deactivate all masters,but since the opened door's master is gone it will not lock anymore.
Haven't tested it but try
And I don't think it's possible to have the math_counter to send its value to any entity,sorry :(
Posted 13 years ago2011-09-15 09:56:15 UTC
in Monster_generic and custom character mod Post #298963
today is probably the last day I'll be able to check this think out, so please be quick
Oh and scripted sequences does not work :(
Posted 13 years ago2011-09-14 07:24:01 UTC
in Monster_generic and custom character mod Post #298930
physmodel doesn't work...
Posted 13 years ago2011-09-14 05:08:53 UTC
in Monster_generic and custom character mod Post #298928
Oh and the model shows absolutely properly in the browse window, but the UFO models I exported don't(they crash the model browser and hammer, except if I type the path by hand), but work fine ingame as prop_physics.
The only thing I want to ask about them is why the engine is giving me that problem in the console:
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/props_ufos/fighter_phys.mdl
mdlkeyvalue, (prop_data),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/props_ufos/base_large.mdl
mdlkeyvalue, (prop_data),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/props_ufos/laboratory_large.mdl
mdlkeyvalue, (prop_data)
for the .mdl files when they collide with anything(I did just a "testingmap" to test these).

And under walking/running I mean I want to make him to walk/run to you, as he's gonna attack if he had a weapon.Like the cops.Cause I placed a ai_relationship setting him to hate citizens and when I create one ingame he just start looking at him and swapping his idle animations a bit fast...
Posted 13 years ago2011-09-14 04:49:04 UTC
in Monster_generic and custom character mod Post #298927
well it has with the act_ragdoll. Also a single act_diesimple pose
I don't know if there's any difference but I compiled the model with Studio Compiler, but there only ACT_IDLE ACT_WALK ACT_RUN and ACT_JUMP exist, so I had to input it by hand with downcase letters since they don't fit the box while uppercase.I got the model originaly from UFO:Aftermatch. Here's the process:
1.Extracted gamedata.vfs
2.Compiled model and head into .txt since the program below doesn't support binary format
3.Exported both of them to .obj with UFO Edit
4.Edited with milkshape 3d(Linked the model and its head and put some animations(2 of act_idle,1 act_walk,1 act_diesimple and act_ragdoll)
and exported a reference,and the animations in .smd
And JeffMod, even monster_generics have AI. And please give me info about what (and how to place it if it needs non-standart procedure)the damned origin is in milkshape cause I tried placing the first joint and moving the other to fit the model and the third one solves,but the model is fucked up apart... :o
Also the oil drums for example have their "origin" on the center of the model but they still collide normally.
Posted 13 years ago2011-09-13 14:47:05 UTC
in Monster_generic and custom character mod Post #298912
Hello everybody!

I recently tried copying a model from a different game and putting it as a character using monster_generic. The problems are both with the Source engine and the Hammer editor. First the model isn't shown in hammer (the selection box becomes as large as the model,but it isn't shown), but still shows ingame. Second when I kill it the game crashes. Third the model stays on the ground, but stands on his midsection instead of his legs. Fourth it does not walk (maybe will be solved with the third problem).

Phew, I made it... :gak: