Forum posts

Posted 20 years ago2004-06-08 11:23:25 UTC
in can't get monsters to appear in-game Post #31434
gay. the feckin' thing still doesn't work. i've tried it in the original Half-Life as well as Steam and it's just not going anywhere.
can you upload the .bsp you compiled?
Posted 20 years ago2004-06-08 10:06:46 UTC
in can't get monsters to appear in-game Post #31412
:P rofl. sweet. i just finished re-installing steam. so gonna try soon
Posted 20 years ago2004-06-07 16:31:44 UTC
in this should be possible!!! Post #31223
Posted 20 years ago2004-06-07 16:31:07 UTC
in pawned by the crow....hammer Post #31222
gonna use it in a mod, it's that nice :D (if you have no objections)
Posted 20 years ago2004-06-07 16:30:18 UTC
in Something aint working! Post #31221
or use the fade texture from the halflife.wad and make a truly impressive sunbeam
Posted 20 years ago2004-06-07 16:27:54 UTC
in How do you ristirct items? Post #31220
w0w.
well search the forums... but it goes like this:

multi_manager named game_playerspawn
add new key of strip with a value of 0.1
add a new key of knife with a value of 0.2

player_weaponstrip named strip

game_playerequip named knife
where it says give knife select yes

then add either:

info_map_parameters and set it to neither team can buy

or

add two buyzones (set to T and CT respectively) and put them in an unreachable place in the map

job done.
Posted 20 years ago2004-06-07 16:23:20 UTC
in can't get monsters to appear in-game Post #31219
ok np dude. (i did say all the stuff in the first post tho ;))
so was there a grunt and a barney? not just a dead scientist on the floor?
Posted 20 years ago2004-06-07 15:11:41 UTC
in this should be possible!!! Post #31206
there's better games out there that have already been made, but if you wanna spend your ime doing it and think it could be possible and more than you and 40 friends would play it; then i say go for it. do what you want. but it does sound buggy
Posted 20 years ago2004-06-07 14:37:29 UTC
in can't get monsters to appear in-game Post #31172
ok.
"Hammer doesn't compile, it's the compile programs that do it. So, it has nothing to do with Hammer at all." - you can run the programs via hammer or a separate program. i normally run the compile through Batch Compiler (if you read the previous posts). i tried running it through hammer. which has far less compile options than the latter. so actually it does have something to do with hammer.

" Including .wads into a map isn't 'not professional', that's just your opinion. - like i said, that's just my opinion, thanks for repeating that for me... :roll:
"My opinion on it is that it's easier for the player as he only gets a map file to place in the right folder, so I'd say it's better to do it. That's my opinion on wad including." - pretty much my point. the recipient has less files to place in the correct directory leaving a much smaller chance of error.

"Anyways, just a suggestion: You're sure you run HL and not a mod of it? CS or something?"

like i said, i have mapped for CS for a long time, but never used the monster entity as it is void in the CS gameplay. i have started mapping for single player and this is my first and only problem. reading teh previous posts (actually... the first post) would show you that i have created new configurations for hammer to work in (ie. half-life), and i also tried compiling (using hammer as a base program) in 'expert mode' under the Half-Life (Full) option.

i have exhausted my knowledge of this subject (CS mapper <--) and would appreciate constructive comments, not folks trying to prove they are 'experienced mappers and gods and 1337 and stuff'

i'll post in the problem maps section. but it's not so much a map problem as the entities and possibly a compiling fault.
Posted 20 years ago2004-06-07 13:42:17 UTC
in can't get monsters to appear in-game Post #31148
right, well i retextured the whole map in three textures from halflife.wad. same setup for my monsters (as instructed by the tutorials on this site ;)) and compiled it with Hammer in Expert mode. and absolutely nothing, except a smaller .bsp file size and sh*tty textures.

i'm sure the magical monkey could help me out (ya know everything else) so someone in the know please, dear god please, help me out with this. thnx :D
Posted 20 years ago2004-06-07 13:40:01 UTC
in VIS TIME Post #31147
hell no. 30 minutes tops on any half decent pc
Posted 20 years ago2004-06-07 13:26:12 UTC
in can't get monsters to appear in-game Post #31143
right, well, i set it all up. but you can't use No Wad Textures. which is a pain in the ass to be honest. no, i need to figre out why it's not working with Batch Compiler. i have a lot of textures i want to use that aren't in the halflife.wad and the Hammer compile Tools are virtually void in this day and age.

anymore suggestions. obviously i'll re-texture the map and try compiling with the Hammer Tools one more time. but i don't want to have to rely on it because that means including .wads with the maps, which is not proffesional (in my 'umble opinion)
Posted 20 years ago2004-06-07 13:07:06 UTC
in can't get monsters to appear in-game Post #31134
i don't use Hammer to compile as i want to make full use of the advantages the Batch Compiler has to offer. (tex lights etc)
i did read your post, which got me thinking about expert compile.
i will try using hammer to compile. and yes, 3.5 is buggy, but it's only a beta :/
Posted 20 years ago2004-06-07 13:01:28 UTC
in can't get monsters to appear in-game Post #31132
just tried compiling in a different batchcompiler setup (Zoners, as opposed to Bare Zoners) nd still nothing. this is really annoying.

what and how is expert compile used?
Posted 20 years ago2004-06-07 12:56:02 UTC
in can't get monsters to appear in-game Post #31131
could it be the compile tools or setup. i use zhlt batch compiler (from Nem's Tools).

also, i tried a dead scientist (monster_scientist_dead) and he shows up in-game. i have info_nodes for the enemy and info_nodes and a path_corner for barney. i'm totally stumped on this. prbly something really simple.
Posted 20 years ago2004-06-07 12:38:27 UTC
in can't get monsters to appear in-game Post #31129
i have used a monster_human_grunt and a monster_barney
Posted 20 years ago2004-06-07 12:03:32 UTC
in pawned by the crow....hammer Post #31124
are you going to be making a w_model to go with that? coz that wld be v useful :D:D:D
Posted 20 years ago2004-06-07 12:02:30 UTC
in pawned by the crow....hammer Post #31123
awesome.
Posted 20 years ago2004-06-07 11:59:31 UTC
in can't get monsters to appear in-game Post #31122
you know you got the answer to this, i know you got the answer, so come on :D ;)
Posted 20 years ago2004-06-07 11:58:21 UTC
in changing weapon models for a mod. Post #31121
sonofagun... awesome. why didn't i think of that lol ;)

cheers guys. very much appreciated.
i've only mapped for cs and i want to expand my abilities so hence the complete noobishness at halflife mapping :o
Posted 20 years ago2004-06-07 11:48:07 UTC
in SURGERY A SUCCESS (I think) Post #31117
i used to live in South Africa. summers peaked at around 44/45 degrees celcius. that's about 12 - 1 pm mid-day; you literally can't go outside for longer than 30 minutes or you'll frickin' explode in a ball of flame
(or just get cancer)
Posted 20 years ago2004-06-07 11:41:56 UTC
in changing weapon models for a mod. Post #31116
Posted 20 years ago2004-06-07 11:40:11 UTC
in ARGH stupid problem! Post #31115
post ur compile too. that would help, as we're just guessing otherwise :P
Posted 20 years ago2004-06-07 11:38:22 UTC
in Skate Map Post #31114
tony hawks pro skater.....?
Posted 20 years ago2004-06-07 11:18:15 UTC
in can't get monsters to appear in-game Post #31105
hi again. i've tried everything from using a different configuration i hammer to downright copying other entities. and no matter what i do i can't get a grunt/barney/monster to appear in my maps. this is really slowing the progress of my "mod" (as you would imagine). i have been able to place a dead scientist. just nothing that is alive :/
anyone ever had this problem before?
i use hammer 3.5; halflife.fgd; halflife_3x.fgd; halflife_cs-expert.fgd
and i'm running the maps in Steams Half-Life.

please offer your suggestions/comments/blathering nonsensical ramblings :P
Posted 20 years ago2004-06-07 11:08:37 UTC
in changing weapon models for a mod. Post #31098
hi there.

basically i would LOve to know how to change the weapon skins. like which file points the game to the models? and what do i need to change.
not neccasarily alter their firing characteristics or bullet reg etc. just wanna change the default model :D