Forum posts

Posted 19 years ago2005-05-15 13:16:28 UTC
in How to: Map w/ HL2 Post #109576
Yeah, ever since hl2 i dropped out of mapping since there was no reason to make maps for hl1 since only my friends on the lan would play. But since i lead a clan on hl2 im gonna make some maps if i can. Great to be back to twhl and nice to see u and rab are both still around.
I'm working on a test map right now, so expect a reply on how it went soon.
Posted 19 years ago2005-05-15 00:32:49 UTC
in How to: Map w/ HL2 Post #109467
THATS the error lol, u rule rab. If this new install doesnt work ill give that a shot, www.steampowered.com correct?
Posted 19 years ago2005-05-15 00:27:48 UTC
in How to: Map w/ HL2 Post #109465
Error = a two lined error that u get when game crashes, the usually error. Very common to gmod users. Can't tell u exactly what it says.
Posted 19 years ago2005-05-15 00:26:43 UTC
in How to: Map w/ HL2 Post #109464
Im tryin to map for HL2 for the first time, ive made a lot of maps for hl1 and good quality too. Anyway, I just reformatted and installed hammer. I downloaded SDK and im gonna test it out. But my post is about:

Before reformat, I couldnt get it to work. It would give me an error when trying to load it.

Any idea's?

If it decides to work, ill reply to let you all know. Finally,
NICE TO SEE YOU ALL AGAIN!
Posted 19 years ago2005-01-22 15:02:50 UTC
in Couldn't Load Studio.dll Post #85064
Anybody have a clue to this?
Posted 19 years ago2005-01-17 17:58:19 UTC
in Couldn't Load Studio.dll Post #84334
and then i get couldnt load studio.dll
Posted 19 years ago2005-01-17 16:33:52 UTC
in Vehicles Post #84311
Ahh ty

Lol hl2 mapping is way different than hl1..Expect alot of questions from me for about a month lol :lol:
Posted 19 years ago2005-01-17 16:33:03 UTC
in Couldn't Load Studio.dll Post #84310
Whenever the map gets loaded, progress says something like "Initializing World"
Posted 19 years ago2005-01-16 16:12:52 UTC
in Couldn't Load Studio.dll Post #84174
And this means?
Posted 19 years ago2005-01-16 13:59:48 UTC
in Vehicles Post #84146
Do i type prop_jeep or whatnot into the console in game or how do i put it in my map in hammer?
Posted 19 years ago2005-01-16 04:33:52 UTC
in Vehicles Post #84093
I'm also hearing the buggie is pre-made, how do I insert it?
Posted 19 years ago2005-01-16 04:32:13 UTC
in Vehicles Post #84092
I've searched it and have a little vechical i want to make for my map for HL2. But how do I get it reconignized as a vehicle?

I followed what you do on CS, how you wrap it in origin, but func_vehicle doesn't exist

Also as a side question, how would you make a map for Garry's Mod?
Posted 19 years ago2005-01-10 00:24:03 UTC
in Rory's back and w/ question Post #82953
I can read it again but I couldnt follow it for some reason, another one of those weird things lol :
Posted 19 years ago2005-01-09 18:02:24 UTC
in Rory's back and w/ question Post #82869
One paragraph to say hi again and to tell you all whats going on lol, and a question of course :P - - Been off playing World of Warcraft and had a woman to attend to lately lol. Althought I was gone for a long time, im back and will be back on the forums once again

Question is, i never understood the fire/sprite tutorial, can anyone tell me how i'd make a fire? I have a map where our ship crashing into a marine starcruiser and need a burning fire.

Feels great to be back and sry to open back up with a question but hey thats what this is for right? ;)
Posted 19 years ago2004-11-30 23:29:10 UTC
in Train graphics do not travel with f_t Post #75687
No other brush on there
Posted 19 years ago2004-11-30 22:54:52 UTC
in Half-Life shuts off when I run my map! Post #75680
when you get in the game, in the console type pointfile, they'll lead you to a leak...If not a leak then make sure your lights are entity "light" no light_spot or light_environment
Posted 19 years ago2004-11-30 22:53:03 UTC
in Invisible Models Post #75679
try func_wall, Render Mode at texture, and FX Amount at 255

Hope this helps

P.S: I don't use CS, so i dont know if func_wall exists.
Posted 19 years ago2004-11-30 22:42:32 UTC
in Train graphics do not travel with f_t Post #75677
Ok, to clear up the title, im in my train, graphics and all. I have put the map to an intermission untill i get an answer.

Anyway, train moves down the track, when we close in on the path_corner, the graphics stop but the train keeps going. Inviso train. Any ideas why?
Posted 20 years ago2004-11-13 18:47:38 UTC
in Infinite zombie attack Post #72958
Try to put some AI Scripts where their attacking, and make Move To set to walk.

Try this.
Posted 20 years ago2004-11-13 18:45:22 UTC
in Human Marines and Aliens Alliance Post #72957
i like that idea :-)

Have a humungus Garg with a m4a1 and grenades.

Damn carnage rules
Posted 20 years ago2004-11-07 22:54:28 UTC
in Sky brush as windows Post #72150
if you mean where you can see other brushes through the sky like a window, you cant fix it. But since your using a space sky, try adding the texture on a brush called "BLACK" behind the sky brush, this might fix the see-through look. This would only work on space sky's though..

Didn't mean to cap "BLACK" to mark at you..Thats just what its called.

Correct me if i'm wrong on this:
(Quote)through the sky like a window, you cant fix it.(End Quote)
Posted 20 years ago2004-11-07 15:36:37 UTC
in trigger blinking light Post #72115
Can you point me to a tutorial for multisource?
Posted 20 years ago2004-11-06 17:52:28 UTC
in trigger blinking light Post #71986
I've tried to make a blinking light, and did. Use a multimanger and targeting itself..BUT how do i make it turn off? If i hit the trigger agian, it just blinks faster and faster and faster
Posted 20 years ago2004-11-04 21:35:33 UTC
in Func_tank shoots out of side. Post #71583
Hello once agian TWHL, been about a week since I disappeared. About the crap that i'm leaving. Just my bullshitting around..Life's back on track agian.

Question is now, when i make the func_tank, and set all the settings to what I think is perfect, which all the values are valid, and when i go to use the gun ingame, it turns 90 degrees upon USE and it shoots out of the side of the barrel..Or box...Or gun...Or whatever.. But it shoots out of..Hell heres an example

*=player +=bullet -- OR | =GUN

*|+

when it should be

*--+

Thats the best I could do, if this isn't explained enough, I apologize fully.
Posted 20 years ago2004-11-04 21:31:09 UTC
in Reboot on HLRAD Post #71581
System reboots are caused by loss of memory or viruses of some sort.

Hope this helps
Posted 20 years ago2004-10-20 20:32:15 UTC
in Christmas Special Mod Post #68011
Cross out the www

groups.msn.com/ProjectFreeman

christmas mod link is on the left. Full information on the mod.
Posted 20 years ago2004-10-20 20:20:46 UTC
in Christmas Special Mod Post #68009
I am looking for the following positions for my Christmas mod found at

www.groups.msn.com/ProjectFreeman
Contact me via yahoo: waahoo1732002 -(im always invisible)-
or MSN:sca_rory@hotmail.com

ALL IN PARENTHESES ARE MINIMUMS

The following is what I need:
+Backup Mappper to fix graphical issues(1)
+Scripter(2)
+Modelist(2)
+Mapist <- to sprite ideas (optional)

Those are the ones i REQURIE to have, if you are a position unlisted, contact me and we'll talk

Later all and keep an eye out for the map, should be finished 1 week before X-Mas

Happy Fragging!
Posted 20 years ago2004-10-17 22:17:53 UTC
in Door Problems - Entities Reseting Post #67191
If you tie to entity, and it doesn't show up...Hit tie agian, click yes (hopefully that entity is the only thing you have selected) then do properties agian...

Then don't select use only :-)

In the spot for delay before close, put 5 or 6, whatever you wish
Posted 20 years ago2004-10-16 11:36:16 UTC
in CS runs and closes Post #66909
I run RAD last, for its just for the lights and it brings up compile time...I reinstalled counterstrike because i got the error running the game maunually on every map,

Couldn't find DLL API in !

Reinstallion fixed it

Sorry for my rudeness earlier.. It seems to be i post too many questions on the forums...What im trying to say is im most likely going to leave, i don't have the best rep in the world

Hope I meet you all in the future..Good-bye
Posted 20 years ago2004-10-15 22:17:07 UTC
in There was an error compling my map... Post #66834
Wow - clean compile but not the first - - - Put the map in the problem section, i'll check it out for you.
Posted 20 years ago2004-10-15 22:15:03 UTC
in How do I add a bot into my map Post #66832
HPB bot, the self navigators --- i thought these bots only worked for CS? Lemme know if im wrong - if not that could be it. lol
Posted 20 years ago2004-10-15 22:05:18 UTC
in There was an error compling my map... Post #66829
If thats the whole log, your not running bsp, vis, or rad(vis and rad optional) and download zoners tools..Alot better - - i don't know the web address, but search Zoner's on google.
Posted 20 years ago2004-10-15 22:03:49 UTC
in Transparent Blue parts on Tree models Post #66828
Or just make the transparent tree, fence, whatever has blue on it a "Func_wall" Render mode texture, and the 1-255 thingy 255
Posted 20 years ago2004-10-15 22:00:36 UTC
in how to make water strechy? Post #66824
Try getting the picture to show up.
Posted 20 years ago2004-10-15 21:53:25 UTC
in CS runs and closes Post #66821
Alright i know i submit alot of problems on the damn forum but what the hell? Isn't that what the forums are for!? I try to help others but i cant help all...I see thousands of damn replies hours before mine is replied to...If you guys are tired of my posting damn questions on here, WHICH IS WHAT IT IS FOR then tell it to andy atom or seventh. Tell them im posting questions on the damn question forum

Put that in your damn pipe and smoke it.
Posted 20 years ago2004-10-15 21:02:26 UTC
in CS runs and closes Post #66804
F9..Compile (Clean compile - w/ ztools) ..Execs and closes CS in a flash of a screen.

Any ideas?

+++++++
** Executing...
** Command: Change Directory
** Parameters: C:SierraCounter-Strike

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifeairplanes.map" "C:SierraCounter-Strikecstrikemapsairplanes.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraCounter-Strikecstrikemapsairplanes"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe C:SierraCounter-Strikecstrikemapsairplanes
Entering C:SierraCounter-Strikecstrikemapsairplanes.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
SetModelCenters:
10%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...80%...90%... (0.92 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 15 used textures, 93.75 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 1 used texture, 6.25 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.14 mb (of 4.00 mb MAX)
1.44 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraCounter-Strikecstrikemapsairplanes"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe C:SierraCounter-Strikecstrikemapsairplanes

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SierraCounter-Strikecstrikemapsairplanes.prt'
1.40 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraCounter-Strikecstrikemapsairplanes"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe C:SierraCounter-Strikecstrikemapsairplanes
265 portalleafs
815 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.55 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.40 seconds)
average leafs visible: 86
g_visdatasize:8042 compressed from 9010
9.06 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:SierraCOUNTE~1cstrike.exe
** Parameters: -console +map "airplanes"
Posted 20 years ago2004-10-13 21:38:03 UTC
in I dont care - AllocBlock Post #66185
Found out i made my open pre-created mod in the options, for my mod - such as where you tell it where executables are, and where to put things, etc.. Well i decided to compile it under half-life settings, and i didn't get the allocblock - - No longer a concern of mine but would be nice if someone could explain why it compiled and no allocblock fine when ran under half-life.
Posted 20 years ago2004-10-13 21:33:49 UTC
in Monster wit gun Post #66184
Exactly as the title reads, except how? Inspired by "Cow's with Guns" I decided to give zombies and melee attacking creatures an advantage for a MOD by giving them guns.
Posted 20 years ago2004-10-11 18:39:32 UTC
in I dont care - AllocBlock Post #65474
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Half-Life Levelsmultiplayermodescape1.map" "C:SierraHalf-LifeBack to the Mesamapsescape1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-LifeBack to the Mesamapsescape1"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:SierraHalf-LifeBack to the Mesamapsescape1"
Entering C:SierraHalf-LifeBack to the Mesamapsescape1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.20 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 19 used textures, 82.61 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 3 used textures, 13.04 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 1 used texture, 4.35 percent of map (395 textures in wad)
added 6 additional animating textures.
Texture usage is at 0.42 mb (of 4.00 mb MAX)
2.87 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-LifeBack to the Mesamapsescape1"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:SierraHalf-LifeBack to the Mesamapsescape1"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SierraHalf-LifeBack to the Mesamapsescape1.prt'
2.52 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraHalf-LifeBack to the Mesamapsescape1"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:SierraHalf-LifeBack to the Mesamapsescape1"
454 portalleafs
1287 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.55 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (39.50 seconds)
average leafs visible: 96
g_visdatasize:17670 compressed from 25878
42.23 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -console +map "escape1"
Posted 20 years ago2004-10-11 18:32:47 UTC
in I dont care - AllocBlock Post #65472
Dont tell me to search it, don't give me redirects, i read em all and i tried them all...

I have a clean compile, i have no errors, i have no displaced textures, stretched or disaligned, i have no textures below .10 or above 10, and i did and did not run RAD

Fatal error durning console run to game: AllocBlock:full
Posted 20 years ago2004-10-08 00:14:11 UTC
in making a house level need ideas Post #64773
Damn mapper_man, you don't know how to make movable cars? DANG YOUR---No im friggin kidding....When you make the vehicle, put an origin brush all over the vehicle, then select all of the things inside the origin, including the origin, and bind it to func_vehicle

Looks like this:
_____________
|  ----<Vehicle |
|____________|<<Origin
Posted 20 years ago2004-10-07 22:06:46 UTC
in Human Marines and Aliens Alliance Post #64763
Refer to Sven Co-op on this

how do i make aliens and grunts respect each other so i can make my mod look like the military people have pet aliens?
Posted 20 years ago2004-10-05 20:51:16 UTC
in CS question Post #64311
I've just recently began to move my mad mapping skills from half-life to CS. Question though, where does the origin go on a func_vehicle to make it go forward left right back and everywhere on the map...i put on dead center in the vehicle...Obviously thats not it.

Sorry if this has been posted before, i couldn't find a related topic.
Posted 20 years ago2004-10-05 19:26:43 UTC
in When I die in my map, I don't respaw Post #64309
Bad experinces with info_player spawns in a deathmatch level....Lol bad bad experiences..
Posted 20 years ago2004-10-05 19:25:03 UTC
in Turret to attack allied teams Post #64308
As andy had said i shouldn't post if im unsure of the answer, but to try it never hurts...I know its not EXACTLY your match of what you want, but is it possible to put a trigger_multiple where they go the most, and least likely for an assassian to go...I don't map for TFC since i hardly play it anymore due to lack of connection speeds w/ satellite...But if i did this for Half-life, which is pretty much the same engine, i'd make a trigger_multiple(or once, or relay. your map, your choice)

I'ma shut up before things get ugly :cool:
Posted 20 years ago2004-10-04 21:26:47 UTC
in My HUD won't show up in my map. Post #64147
suit in the map, our in the F9 compile box where you put in -console, put in

+deathmatch 1
Posted 20 years ago2004-10-04 21:24:55 UTC
in When I die in my map, I don't respaw Post #64146
If your making a multiplayer map, at the F9 compile screen where you select your settings, in the text box put

+deathmatch 1
Posted 20 years ago2004-10-04 21:23:41 UTC
in Damn trigger_camera Post #64145
Do you have a trigger or button?
Posted 20 years ago2004-10-04 21:20:27 UTC
in My map doesn't show up in the map me Post #64143
Put info_player_deathmatch points in it, and please search for something before posting, its been posted about 2 or 3 times :)
Posted 20 years ago2004-10-04 21:04:48 UTC
in MonsterM Post #64142
An inspiration from Sven Co-op and HL main game, i'm making a multiplayer escape mod...My question is this:

I've searched and couldn't find exactly what i wanted to ask.
How do i set up monstermaker to spawn ONE creature once, so if an idiot tries to break into someplace, it spawns the creature

Also if you'd wish, although i could search it, how would i do multiple monsters at once? And yes i know how to use multi_managers if it requires it?