Forum posts

Posted 8 years ago2016-01-30 20:15:33 UTC
in Can't see models in VHE or Sledge Post #328568
Use Jackhammer. That's my suggestion.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-29 19:46:29 UTC
in Help with scripted_sequence. Post #328555
After examining multisource on the net I also figured out to use locked doors, which was a question I wanted to add.

It was because trigger_multiple. I use trigger_once instead, put a multisource that gets triggered by another trigger_once with flags No Clients and Monsters, placement is somewhere where only Barney can reach.

Thanks for your replies.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-29 17:02:35 UTC
in Help with scripted_sequence. Post #328553
Is there a way of at least coding a fgd or something that will make a trigger brush be triggered by specified monster only. I know this might sound way ahead of doing all of that, but It's what I mean exactly.

@Unq
Changing developer mode to 3 didn't give me anything useful.
It just prints out that "barnez" is found and that the scripted_sequence "barnezunlock" is playing, but Isn't. If there's nothing left to do not even use code to do what I just mentioned in the paragraph above then I'll have to sacrifice the work and start a new one.

"The trigger multiple is used because the player could touch the trigger anyway even when Barney is not there and setting the flags to No Clients and Monsters is not necessary either because there are other monsters in the map"

@Tetsu0

"What's weird that It actually worked once... I don't know why, but now every time I try it, it just wont. I didn't change anything between the times it worked and didn't."
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-29 09:58:14 UTC
in Help with scripted_sequence. Post #328541
I don't even know what most flags do. I had another scripted sequence on the same level where barney is. No flags checked, animation works well. Is it because Barney has to be on the same level where the sequence is or am I supposed to just use trigger_once? I'm asking this because the map compiles for a long time.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-28 21:32:28 UTC
in Help with scripted_sequence. Post #328529
@gameaddict117o7
That didn't work. Same results. Barney runs to where the sequence is, does nothing.

@Unq
Sorry I mistyped it, got confused a little bit, but I did make it trigger "barnezunlock". Also as I mentioned, Barney runs to it. But doesn't do anything.

Well, based on the storyline, player has to find Barney on another level and lead him to the switch in the current level.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-28 17:47:19 UTC
in Help with scripted_sequence. Post #328525
I have two maps, on one map there's [/b]a door[/b], [/b]scripted_sequence[/b], [/b]trigger_multiple[/b], on the other map there's the monster who is Barney that will open the door. The trigger multiple is used because the player could touch the trigger anyway even when Barney is not there and setting the flags to No Clients and Monsters is not necessary either because there are other monsters in the map, that's why I used multiple instead of once. The problem is that when I bring Barney close to the sequence, trigger it, Barney runs to where the sequence is, just as planned, but he doesn't do anything. The sequence is supposed to play the animation intropush and trigger the door open. Instead Barney just stands there forever.

What's weird that It actually worked once... I don't know why, but now every time I try it, it just wont. I didn't change anything between the times it worked and didn't.

Here are the properties:

monster_barney
Name: barnez
Flags are unchecked, all of them.

scripted_sequence
Name: barnezunlock
Target: dr4
Delay before trigger: 1
Target Monster: barnez
Action Animation: intropush
Search Radius: 1024
Repeat Rate ms: 0
Move to Position: Run
All flags are unchecked as well, I tried checking No Interruptions and unchecking but same results.

trigger_multiple
Target: barnezrun
Delay before reset: 3
All flags unchecked

func_door
Name: dr4
etc. I don't think all the properties for the door are necessary.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-20 20:18:41 UTC
in End game when NPC is killed? Post #328419
How to end the game when an NPC is killed? For example monster_barney dies then the screen fades and text appears, for example "Subject: Freeman Status: Evaluation Terminated..."
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-08 10:53:20 UTC
in [1.6] game_player_equip Post #328144
Oh my god, how didn't I think of that... It was pretty obvious, thanks...

To do it: Click on SmartEdit and there should be "Add" and "Remove". (For searchers)
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-08 00:14:41 UTC
in [1.6] game_player_equip Post #328137
I don't think uploading is necessary.

I have game_player_equip and func_button that triggers it. Nothing else.
The properties in game_player_equip are pretty obvious.

For example in one "dispenser" it gives you m4a1, knife(because it strips weapons), he grenade, assault suit, deagle and ammo for m4 and dgl. I've set their values to 1 (true), and left every other to 0 (false). Since I only want them to equip.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-07 20:05:47 UTC
in [1.6] game_player_equip Post #328132
Yes
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-07 00:45:47 UTC
in [1.6] game_player_equip Post #328122
Making a map for cs 1.6, adding a button that trigger a game_player_equip and the game_player_equip entity. So I set the properties at each entity (Which weapon to give), but in game, it gives me all the weapons. How to fix this?
I'm using cs_expert-tom793c_wc35.fgd
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-04 18:38:44 UTC
in Dev-C++ Compiler Error Post #328087
Thanks, everything works just fine now. Woo :D
Also thanks for having patience.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-04 16:16:44 UTC
in Dev-C++ Compiler Error Post #328083
Oh my god please give me a direct link to the needed 2008 I beg you, the one you gave above downloads 2015.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-03 21:12:37 UTC
in Dev-C++ Compiler Error Post #328074
@Unq, nope, tried that before.

@abbadon Seriously though... but I don't know.

I didn't actually uninstall 2010 because It takes so long. I'm gonna do it again but are VS 2008 and the SDK you gave me correct for my nonsteam mod? (Not sharing links and not author of the pirated version just saying not to get in trouble). I mean, I just edit the hud color. Nothing else.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-03 16:14:35 UTC
in Dev-C++ Compiler Error Post #328069
I'll try on the other than WON
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-03 12:03:04 UTC
in Dev-C++ Compiler Error Post #328064
Your last post is for any version since It's the old SDK right?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-02 14:56:53 UTC
in Dev-C++ Compiler Error Post #328051
I have nonsteam. If it is not supported here then I will buy it. If you are not going to ban me then what can I do with nonsteam to make it work?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-02 13:06:53 UTC
in Dev-C++ Compiler Error Post #328049
game "My Mod (Afraid of Idea stealers)"
startmap "lvl_1a0"
trainmap "null"
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"
gamedll_linux "dlls/hl.so"
gamedll_osx "dlls/hl.dylib"
secure "1"
type "singleplayer_only"
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-02 11:43:07 UTC
in Dev-C++ Compiler Error Post #328047
Success. It compiled.

When I run the mod, the "could not load library .../client.dll" error shows up. I did put it in mod/cl_dlls and the other one in mod/dlls.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 23:03:41 UTC
in Dev-C++ Compiler Error Post #328044
1> Generating code
1> Finished generating code
1> hl_cdll.vcxproj -> D:\HLSDK\projects\vs2010\Release\hl_cdll\client.dll
1> 'p4' is not recognized as an internal or external command,
1> operable program or batch file.
1> The system cannot find the path specified.
1> 0 file(s) copied.
1> 'p4' is not recognized as an internal or external command,
1> operable program or batch file.
1> The system cannot find the path specified.
1> 0 file(s) copied.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command "call ..\..\filecopy.bat D:\HLSDK\projects\vs2010\Release\hl_cdll\client.dll ..\..\..\game\mod\cl_dlls\client.dll
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: call ..\..\filecopy.bat D:\HLSDK\projects\vs2010\Release\hl_cdll\\client.pdb ..\..\..\game\mod\cl_dlls\client.pdb
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd" exited with code 1.
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 22:31:43 UTC
in Dev-C++ Compiler Error Post #328042
Alright thanks.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 21:06:19 UTC
in Dev-C++ Compiler Error Post #328040
Oh thanks. I'm not very familiar with projects in VS and stuff.. but C++ is understandable. What I did is create a project and inserted only stuff from cl_dll. Thanks for the info. I'm gonna edit something and see what happens

Edit: Another error...

1>------ Build started: Project: hl_cdll, Configuration: Debug Win32 ----
1> Creating library Debug\hl_cdll\client.lib and object Debug\hl_cdll\client.exp
1>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 19:38:14 UTC
in Dev-C++ Compiler Error Post #328038
Still found nothing useful... not even on Youtube, on the steam community there's only modding for source which I don't want.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 15:50:04 UTC
in Dev-C++ Compiler Error Post #328034
I can't find any tutorials about modding hl with vs. I simply create a project, add cl_dll folder files and after compilation get an error... missing file or directory const.h

I seriously can't find any help about setting up correctly
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 15:02:35 UTC
in Dev-C++ Compiler Error Post #328030
@potatis_invalid, Thanks. I just hope It Isn't too large for my HDD, they are both 35 GB.

@Penguinboy I didn't request any cracked software and never will, thanks for the information.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-01-01 13:28:25 UTC
in Dev-C++ Compiler Error Post #328024
Not gonna buy anything, Thanks for your replies. I'll keep digging until I find a free compiler that works well on SDK.
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-31 01:24:26 UTC
in Dev-C++ Compiler Error Post #327993
Found some sort of path.. turns out every cpp and header file, every file actually... I was just changing hud color (r g and b values in health.cpp file)
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-28 20:29:26 UTC
in Dev-C++ Compiler Error Post #327941
I'm sorta new to this program as well as new to c++ programming. I do know the basics of programming, just to make things a little clear.

I downloaded the sdk for goldsrc from moddb, opened the cl_dll project in dev-c++, changed the hud color, there's a tutorial on this site. So when I clicked on compile, this error showed up : "multiple target patterns" . And it highlighted this in red:
$(BIN): $(LINKOBJ) Tried searching the error on the web and nothing helped at all... I don't understand it. Something about colons but can't find the path to the line.

I'm simply a "noob" to this.
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-22 18:47:35 UTC
in Clipping objects lead to errors Post #327843
func_detail worked. Got some warnings/errors but I got the bsp working fine.
Thanks

I guess putting every wall/floor and such objects to func_detail wouldn't be a problem? I'm not saying I'm gonna do it...
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-22 13:30:25 UTC
in Clipping objects lead to errors Post #327838
Nope.. just like those pipes from hl when you kill the tentacles and walk on them over the acid pool. That's the size, kind of.. and I also had another level made by me where some parts of the pipe's face is invisible (gone).

In this picture, I clipped the lamp thing and rotated it 45 degrees with those pods holding it
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-22 11:36:21 UTC
in Clipping objects lead to errors Post #327836
Every time I try to make a part of the map or add some kind of little item and making it realistic by clipping it just results in "Plane with no normal" or "Ambiguous Leafnode content"... every map on any mod I know has tons of those things with the similar placements of light. Can I somehow make the compiler just compile it the way It looks like in the editor? Also I used pipes (cylinders with 6 faces) and gave the same errors. Like there are tons of those objects in the original Half Life.
User posted image
That's the object.. I'm using ZHLT's, don't know which though because the user who posted it on another website deleted it.
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-18 19:49:47 UTC
in SDK Compiler(s) Post #327804
Could you suggest me a free, goo and unlimited one?
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-17 19:36:58 UTC
in SDK Compiler(s) Post #327799
Are there more compilers for sdk.. instead of using MS Visual Studio?
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-07 20:19:58 UTC
in Dynamic lights in GoldSrc? Post #327677
Is this possible? Because It's supposed to be used with an elevator.
EsprimoP EsprimoPwEight
Posted 8 years ago2015-12-07 20:16:57 UTC
in func_tanklaser? Post #327676
Oh god! Sorry, I forgot about this.. thank you very much.. I got c4a1 with winbspc.

Don't say you wrote that for nothing! Make a tutorial for "Alien Zappers" and put all that text in there.. if you haven't copied that from an existing thread lol. Could be useful for other members
EsprimoP EsprimoPwEight
Posted 8 years ago2015-11-25 18:31:26 UTC
in func_tanklaser? Post #327545
Does anyone know how to make a func_tanklaser like in Xen (map c4a1). Those alien turrets mounted on the ceiling? Can someone make a simple rmf or at least make instructions? Thanks
EsprimoP EsprimoPwEight
Posted 8 years ago2015-11-24 13:08:03 UTC
in One-way level transmission Post #327523
@Half-Rats Really outstanding explanation for level transmissions. Although I did everything correct. But you read again and gave me the answer. That should definitely do it. I could have thought of that myself but I'm trying to keep my mapping professionalism at average at all times, so better check online in case the universe shifted. Thanks all!
EsprimoP EsprimoPwEight
Posted 8 years ago2015-11-23 19:03:34 UTC
in One-way level transmission Post #327508
Imagine you have two hl uncompiled maps (rmf-s), map1 and map2. How can I transmit from map1 to map2, but not transmit back to map1 when I'm in map2? In map1 I have trigger_changelevel and info_landmark with correct options set. In map2 When I don't have those.. I will spawn dead in the center of the map when I transmit from map1. I tried leaving info_landmark in map2 but i spawned dead in the center again. The solution is placing trigger_levelchange that transmits in map1 somewhere where the player can't reach it. Now how can I do it without using the trigger_levelchange in the second map?
EsprimoP EsprimoPwEight
Posted 9 years ago2015-11-19 21:45:23 UTC
in Scientist sit idle without interruptions Post #327484
Well I guess I only had to use Idle Animation instead of Action Animation in the scripted sequence.. I'd like to apologize for opening this topic just for a dumb tiny thing. The names confused me a little.
EsprimoP EsprimoPwEight
Posted 9 years ago2015-11-19 18:58:14 UTC
in Scientist sit idle without interruptions Post #327483
Read my post again. I said whenever I get near the scientist the animation breaks, otherwise It's looped perfectly.

monster_sitting_scientist actually sounds better.. since I don't plan to move the scientist anywhere.. but for the future when I need normal scientist.
EsprimoP EsprimoPwEight
Posted 9 years ago2015-11-19 11:34:08 UTC
in Scientist sit idle without interruptions Post #327473
Greetings

How to set up animations for monsters for example monster_scientist? I know I need scientist, trigger_auto and scripted_sequence. I tried making the scientist sitting with the animation sitidle, but whenever I come near the scientist he stands up.. breaks the animation. I set No Interruptions and Repeatable in scripted_sequence flags.

monster_scientist:

Name: walt
Flags: Pre-Disaster

scripted_sequence:

Name: sitdown
Target Monster: walt
Trigger Animation: sitidle
Repeat rate: 1

And trigger_auto that triggers sitdown (The s_sequence)
I want to make the scientist just sit down, not get interrupted.. even if he gets shot by the player.
EsprimoP EsprimoPwEight