Forum posts

Posted 20 years ago2004-08-02 17:06:34 UTC
in How do I make a move for title? Post #47613
Here's a tutorial from 69th vlatitude. It tells how to do it and where to get the free software that you need to do it.
http://www.vlatitude.com/tutorials.php?tutID=48
Posted 20 years ago2004-08-01 20:13:50 UTC
in Trigger something if I pressed button"s Post #47457
squadmaker? If you are killing monster_human_grunts, you can have each grunts death trigger a separate hidden func_button. Have each func_button trigger the multisource. That works.
Posted 20 years ago2004-07-31 12:48:44 UTC
in changelevel and monsters Post #47110
Captain P, I tested the trigger_transition; it worked perfectly, and it was easy to use. Just place it over the area where the player will be during the level change and name it the same as the info_landmark. It prevented the other monster entities from being included in the level change. I wish I had known about this earlier.
Posted 20 years ago2004-07-31 12:05:09 UTC
in changelevel and monsters Post #47104
I had this problem in Minimicus. After you kill the gonarch in the kitchen, the level changes to put the player back in the lab. But sometimes there were baby headcrabs that were still alive and they came through the level change with the player, very annoying... I solved this by fading out and teleporting the player to a hidden pitch-black room in the same map, THEN I triggered the level change.
Posted 20 years ago2004-07-28 20:54:21 UTC
in Wad not found Post #46168
If you are using a wad called cs.wad in hammer, you also need to place that wad in your cstrike folder.
Posted 20 years ago2004-07-24 15:03:51 UTC
in mounted gun Post #44385
The Tankrocket tutorial is the one you are looking for.
Posted 20 years ago2004-07-17 21:17:12 UTC
in Ozone11 Contest Post #42412
"If it's not Scottish, it's CRAP!" - quote from an old Saturday Night live skit. Oh, sorry, this thread is about a lab compo....
Posted 20 years ago2004-07-15 06:19:51 UTC
in Changing level Problem Post #41511
Did you close hammer first and run your bsp1 from the HL console? Sometimes hammer messes up the level change.
Posted 20 years ago2004-07-14 06:21:38 UTC
in Screenshots Post #41241
Press F5 in-game when you want the screenshot to be taken. You can take as many as you want. The files show up in your Half-life folder (or cstrike folder for cs). They will be a bmp file and will have the name of your map with some numbers added at the end. for instance mymap0001.bmp. In order to place a screenshot into the map vault you have to convert it to jpg format. To do that, I use MS paint to open the bmp and just save it again as a jpg. Now let us admire your beautiful map. ;)
Posted 20 years ago2004-07-10 14:03:45 UTC
in talking dudes. Post #40232
Use the scripted_sentence entity and the mouth of the person speaking moves automatically. If you are using your own wav files, you'll need to point to them in your sentences.txt file.
Posted 20 years ago2004-07-10 10:59:04 UTC
in Group BA_Hello not found Post #40200
It seems as though your senteces.txt file has a problem, or you are perhaps using a mod that has an altered sentences.txt file. I tried an experiment and deleted the BA_Hello group from my sentences .txt and I got the error you got.
Posted 20 years ago2004-07-10 06:43:32 UTC
in Hammer View Issue Post #40153
In my case, it did list the wads in the order they are listed in the texture configuration box.
Posted 20 years ago2004-07-10 06:32:44 UTC
in Hammer View Issue Post #40149
I don't think there is a way to expand that box. However, you can run a compile and your wads are listed in your compile log along with the paths. You actually only need to run the csg part of the compile to get this info, so it can be run very quickly.
Posted 20 years ago2004-07-10 06:08:34 UTC
in trigger_changelevel crowbar missing Post #40144
Strange problem... I don't have an answer, but here is what i would do: Start your 1st bsp, bring up the console and type 'developer 2' (without the quotes). Then go through your troublesome changelevel area. After the problem happens, bring up the console again and take a look at the messages there. It may point you to where the error is occurring.
Posted 20 years ago2004-07-08 06:03:09 UTC
in dripping thru floors Post #39639
You can control the length of the drip by using the env_beam entity instead of the env_blood. It's more work to do it this way though. You'll have to set up the start and end points, find the right sprite to use and trigger the env_beam when you want the drip to happen. You could also look through the example maps, you'll find several ways of dripping in there.
Posted 20 years ago2004-07-05 21:11:03 UTC
in trigger_camera Post #39076
I'm not sure if Vassy said this above or not, but it sounds like you have something triggering the camera a 2nd time. Triggering the camera once turns it on, triggering it again turns it off. Did you have something else triggering the camera before you started targetting it with the multimanager? If so, it is causing the camera to shut off now.
Posted 20 years ago2004-07-05 14:57:03 UTC
in promote my map Post #38968
Put it in the map vault. Others will see it and give you comments on your work.
Posted 20 years ago2004-07-04 21:00:18 UTC
in Timer Post #38808
That 'every other time' problem means you need to tick the 'not toggled' flag on your ambient_generic. Then it will fire every time. Also make sure the multithreaded flag is ticked in both your multimanagers.
Posted 20 years ago2004-07-04 20:56:20 UTC
in fall, fade and load -help please- Post #38807
You need to add just a few things to make this work. Add a trigger_autosave at the beginning of the level, it's a brush based entity; just place it so the player starts within the trigger_autosave. You'll also need a player_loadsaved, which is a point-based entity; just place it anywhere in the map and give it a name. You are already having the player fall through a trigger_once which targets the env_fade. But now you'll need to make the trigger_once target a multimanager instead. Have the multimanager target the env_fade and the player_loadsaved. That way when the player falls through the trigger, it will target the multimanager and the screen will fade and the player will respawn at the last save point.
Posted 20 years ago2004-07-04 10:47:37 UTC
in light appearence problem Post #38727
This is a common problem. Once you name the light, the HL engine ignores the appearance property. One way to solve the problem is to use a multimanager to turn the light on and off to give the effect you are looking for.
Posted 20 years ago2004-07-03 11:26:17 UTC
in Flipping Decals Post #38495
More than likely MissioN finished reading the tutorial and figured out why his decals were disappearing in-game. Since that problem was covered in the awesome decal tutorial that TWHL has. ;)
Posted 20 years ago2004-06-30 06:08:33 UTC
in Teleporter w/ multisource... Post #37678
Cool! Leave it to me to find a ridiculous solution that actually works. :)
Posted 20 years ago2004-06-29 21:36:18 UTC
in Teleporter w/ multisource... Post #37626
Have each trigger_multiple trigger a separate func_button that triggers the multisource. Let each func_button reset after 2 seconds... or whatever time you want...keep the time short though. When either of the buttons resets, that will turn off your multisource and it will be ready for the next time both trigger_multiples are triggered.
Posted 20 years ago2004-06-19 12:57:07 UTC
in vending machine problem Post #34846
Go for it! yes, you can use it.
Posted 20 years ago2004-06-19 08:19:23 UTC
in vending machine problem Post #34825
My map from the 'trapped' competition had a vending machine that released snarks. The rmf is included in the download if you're interested.
Posted 20 years ago2004-06-18 22:10:47 UTC
in vending machine problem Post #34730
Name the env_shooter to something else and target it from the trigger relay. Having them named the same is probably hosing it somehow.
Posted 20 years ago2004-06-18 22:08:37 UTC
in OMG, i hate Multi_managers!!! Post #34729
I've posted some suggestions in the comments for the map you posted. Also check out the multimanager tutorial on this site. Remember, NO CAPITAL LETTERS. Let me know when you've got it working.
Posted 20 years ago2004-06-18 18:29:28 UTC
in velocity? Post #34711
It sounds like the model falls out of your map as it's loading. Place it higher off the ground in the rmf.
Posted 20 years ago2004-06-18 18:20:39 UTC
in OMG, i hate Multi_managers!!! Post #34709
Double check the names of the lights in both the multimanager and the light entities themselves, make sure they are identical and don't have any capital letters. You'll get this solved, it's just tough at first. Multimanager problems usually mean there is a small detail that's been overlooked. If you still have trouble, post the map in the problem vault and I'll have a look.
Posted 20 years ago2004-06-17 19:43:06 UTC
in Flipping textures Post #34491
Placing a negative value in the x scale box produces a mirror image, not a 180 degree flipped image. Then you just have to center the texture and it looks fine. Align-to-world only works some of the time. But if it worked in this case, that's all you needed.
Posted 20 years ago2004-06-15 19:04:56 UTC
in Short Surfaces??!???? Post #33694
It's funny because it's true. :D
Posted 20 years ago2004-06-15 18:58:57 UTC
in repetitive explosion Post #33693
I put an example map in the vault for you. Let me know if you have any questions about it. I liked this challenge; good question. ;)
Posted 20 years ago2004-06-15 18:16:03 UTC
in Short Surfaces??!???? Post #33673
Caleb, nice avatar! Short surfaces means there are too many surfaces for the engine to draw in software mode. Another symptom of this is black patches that show up in your map, usually in the distance. You can fix it many ways....by taking some detail out of your map, stretching your textures, and vis-blocking. Read the R_speeds tutorial by Andy on this site. That will help.
Posted 20 years ago2004-06-13 20:49:54 UTC
in How did you find TWHL? Post #33147
I found TWHL when I was looking for HL contests and ran across the chopper challenge. Back then we all had wood-fire burning computers not these new-fangled electronic contraptions. And the internet was just tin cans hooked together with string! ;)
BTW, esmajor, all the old contest entries are still available for download on the competitions page.
Posted 20 years ago2004-06-12 22:17:58 UTC
in Prisoner / Member Numbers Post #32864
21 The lowest so far! WooHOO!!
Posted 20 years ago2004-06-12 22:13:24 UTC
in Map used to work, then didn't change Post #32863
Check your configuration in Hammer and your compile log. Your new map isn't getting copied to the right place, or isn't getting compiled at all. Then when HL opens, the old map is still in the maps directory and that's why you don't see your changes.
Posted 20 years ago2004-06-11 22:05:25 UTC
in mall door thingy (sensors) Post #32564
Example map posted. The door stays open until the player leaves the area. Let me know if you have specific questions about how it's done. Also let me know if you've figured out an easier way.
Posted 20 years ago2004-06-11 15:33:25 UTC
in The Stepford Sites Post #32436
HEY! Am I going to have to separate you two?! ;)
Posted 20 years ago2004-06-11 15:27:22 UTC
in Magician's Dream - Vanishing Ammo! Post #32429
I figured it out, but I'll be damned if I know why this happens. It seems as though the ammo cannot have a world brush intersecting it anywhere. If that happens, the ammo does not appear. The rifle doesn't have this problem. I was able to get the ammo to show up properly by selecting the cabinet and turning it into a func_wall. Although I had to leave the bottom shelf as a world brush otherwise the ammo kept falling through it. Just make sure the ammo is a little bit above the bottom shelf and it works if the rest of the cabinet is a func_wall.
Posted 20 years ago2004-06-11 15:20:47 UTC
in just a quick question (monsters) Post #32425
One problem I've noticed with placing headcrabs on boxes is, you get the yellow things if part of the crab is over the edge of the box (in the top view). Keep him away from the edge and it should fix the problem.
Posted 20 years ago2004-06-11 15:17:09 UTC
in mall door thingy (sensors) Post #32421
I've wondered about that stuff myself. heh heh It would have made the maps a lot shorter if the grunts stayed big. Anyway, to stay on topic, I will post an example map of how the technique is done for making a door stay open while the player is near it.
Posted 20 years ago2004-06-11 08:15:52 UTC
in Fences Post #32273
You have the 'ignore groups' button active on the tool bar. Turn it off and your func_wall will be OK again. As for the completely invisible problem, your render amount needs to be set high, 255 is the max. If you leave it at zero, the wall is invisible. ;)
Posted 20 years ago2004-06-11 08:12:45 UTC
in just a quick question (monsters) Post #32270
That is the HL engine showing you that the monster is placed too close to a wall or inside the floor, or too close too any world brush really.
Posted 20 years ago2004-06-11 08:00:09 UTC
in mall door thingy (sensors) Post #32265
I was able to solve this problem when making the suit doors in Minimicus. My solution was a little complex. The door is set to 'toggle'. Two trigger_multiples in front of the door, each with their own master, so that only one of them is active at a time. The one closest to the door is active initially. When the active one gets triggered, it targets a multimanager that opens (or closes) the door and switches the masters. The trigger_multiples are set far enough apart so that the player can't touch both of them at the same time. As long as you stay in the area near the door, it will stay open. It only closes when you leave the area and pass through the other trigger_multiple. If you set it up properly, the player can't mess it up no matter how he moves around. I used the same setup for the cricket sound in the basement of minimicus. When you get near the cricket, he shuts up. Then when you walk away, he starts chirping again. I would be willing to post an example map for the doors if anyone is interested.
Posted 20 years ago2004-06-08 20:16:17 UTC
in still No Lighting ! Post #31657
Does lighting work correctly when running a fast vis? I never tried it. Try turning on full vis and see if that fixes it.
Posted 20 years ago2004-06-05 21:27:33 UTC
in Worldcraft over 3D Max Post #30733
Where can I get a copy of 3D studio Max 6 for free? That would be cool... (Not just the 30 day free trial) :
Posted 20 years ago2004-06-04 19:36:46 UTC
in Worldcraft over 3D Max Post #30408
Worldcraft is free; 3dmax is $3500. I rest my case. ;)
Posted 20 years ago2004-06-01 19:52:41 UTC
in to space, or not to space? Post #29770
The space could cause problems. Be safe, use the underscore instead of a space and don't use capital letters at all in entity names.
Posted 20 years ago2004-05-30 13:51:42 UTC
in OK, this is an embarasing question... Post #29320
I never knew that... I just tried it and it works great! Always glad to learn something new. :D
Posted 20 years ago2004-05-29 11:19:07 UTC
in info_bigmomma and other monster Post #29141
I think it would require coding to do it this way. One thing you could do instead is use the monster's trigger property. You could set it to call the retreat scripted sequence when the monster has received 50% damage...