Forum posts

In goldsrc, monsters use a Classification system to decide how they feel about another monster.
The Classify() method is used by the monster to return which classification it belongs to, and IRelationship(CBaseEntity* pTarget) method is used to find the monster's relation to a target monster.

I guess you could override the IRelationship method in both hgrunt.cpp and islave.cpp to check if the target's classname is the opposite and return R_AL (-2, ally), something like:
if (FClassnameIs(pTarget->pev, "monster_human_grunt"))
{
    return R_AL;
}
Since both monsters already override that method with special handling, I'd suggest adding this check at the start of the method.
Posted 1 year ago2023-06-14 12:19:15 UTC
in Problems with light_spot in half life Post #347623
If the keyvalues of the light_spot are the same as in the leaked map you many want to experiment with the _fade and _falloff ZHLT keyvalues. The best likeness would be using the same qrad compiler that Valve originally used.
Posted 1 year ago2023-06-13 13:47:19 UTC
in I end up in the wrong place in the new map Post #347616
First of all, don't Big Box Seal your map, that's bad practice.

Secondly, you have two info_landmark entities sharing the same name in m2. This is the cause for your issue.
It creates a conflict where the transition doesn't know which entity to use.

Give each pair of info_landmark entities an unique name (for example, landmark1 for the m1->m2 transition and landmark2 for the m2 -> m3 transition).
Posted 1 year ago2023-06-13 12:26:25 UTC
in I end up in the wrong place in the new map Post #347614
As for everything else I wrote, have you checked those guides and attempted to launch the game normally and boot up the map from there?
Posted 1 year ago2023-06-13 05:51:13 UTC
in Problems with light_spot in half life Post #347612
The compilers used for Half-Life 1 had a bug that doubled the intensity of direct lighting and might be the cause of the discrepancy you're seeing. You could try out using the -dlight # option on the RAD compiler. I don't remember if 1 corresponded to that original qrad lighting, or if you need to use 2. Just try out both and see which helps you replicate the lighting best
Posted 1 year ago2023-06-12 14:09:37 UTC
in I end up in the wrong place in the new map Post #347607
Not sure if I trust that site, you could consider uploading it to the Vault instead.
As for your issues with level transition, have you followed any tutorials such as Tutorial: Changing Levels? The entity guide entry for trigger_changelevel is a great resource too.

Also, if you've been testing by launching directly from editor (Jack/Hammer/etc) or simply restarted the map while staying in-game while changes were made, try starting the game anew and not from the editor. Doing that often causes issues with level changes.
Posted 1 year ago2023-05-26 09:01:14 UTC
in Bug with trigger_levelchange Post #347555
Are you running the map from the editor? That may cause issues with changelevel.
Try starting the game on its own and load the map from there if you haven't already tried that.
Posted 1 year ago2023-02-09 11:09:39 UTC
in Func_Button trouble Post #347314
If func_button isn't firing its target when +USE'd you may check that its Touch Activates (256) flag isn't set and that the Health keyvalue is set to 0 (if greater than zero it needs to be "killed" before it fires its target). It shouldn't be necessary to tell anyone to check that the Target keyvalue actually points to a valid target, but just in case.

If it fires its target fine, but otherwise behaving in an unexpected way it'd be worth mentioning in what way it's behaving unexpectedly instead of saying "it's not working".
The NPC textures were most likely made in Photoshop, we know Valve used Photoshop for many of their textures. I haven't heard of any of the source .psd files being officially released, apart from the works by Karen Laur but those were mostly map textures iirc. Then there's the leaks but I'm not here to discuss that.

Is there a particular reason why you'd want the source .psd files?
Posted 14 years ago2010-01-31 18:21:44 UTC
in Castle Disposed Post #278576
Ah, cool. Expect to see a lot of random stuff in near future.
Posted 14 years ago2010-01-31 17:29:10 UTC
in Castle Disposed Post #278570
Say, is this project still open for contributions?
Might have around... 1GB of maps that never got done because of loss of inspiration, school, job etc. :P
Posted 14 years ago2010-01-30 22:58:14 UTC
in Last movie you saw? Post #278555
UHF got its good points and I might say it is worth watching if you like Weird Al Yankovic. Had a great laugh at the Rambo parody part. :)

Then again, there are many movies out there that are better than it. If you watch it, though, I'm sure it won't waste your time.
Posted 14 years ago2010-01-29 17:51:30 UTC
in Geiger Counter Effect Question... Post #278534
Reinstalled Half-Life and it is working now. Might been Steam that messed up my game files somehow... :/
Posted 14 years ago2010-01-29 15:43:25 UTC
in Geiger Counter Effect Question... Post #278532
Already tried the trigger_hurt with radiation damage. Somehow it doesn't want to trigger the geiger counter... It might be something wrong with the game, will have it checked. Anyways, thanks :)
Posted 14 years ago2010-01-29 15:23:54 UTC
in Geiger Counter Effect Question... Post #278530
I've searched through several threads, tutorials and websites but haven't found anything about how to do the geiger counter effect in Half-life (1).

I've tried doing this effect myself but I haven't found a way to do this yet. Using an ambient_generic playing the geiger counter sounds will cause them to have the same frequency as you travel closer/further from it but the volume will fade instead of decreasing/increasing the frequency as it should do.
</noob>

Then I just ask you guys, how to do this effect?
Posted 16 years ago2008-02-10 10:45:51 UTC
in Design an Emoticon! Post #245418
TRANSPARENT PNGS? YAY!! MY FAVORITE GRAPHIC TYPE :D
Have you already designed the base of them or can I?
(Ill do it for free, btw)
Posted 16 years ago2008-02-10 09:21:12 UTC
in Open for TWHL3 Suggestions Post #245414
Flash based thumbnails, so when you click on it, a popup in flash comes up with a larger image. I can help you, the effect can be seen on some flash based website and newgrounds.com
(I can only help you, but not work for you, too busy with my own job)
Posted 16 years ago2008-02-10 08:54:11 UTC
in Design an Emoticon! Post #245413
I can make some more animated ones, thats my speciality
Posted 16 years ago2008-02-10 08:09:04 UTC
in Preventing certain weapon's buying Post #245412
Have you tried google for it first? I dont know lot about cz mapping, but I think it should be some sort of cfg file controlling that, like in dod. Try looking for as_oilrig.cfg in the map or root folder of cz, if it exist one, copy it and rename it to your-map.cfg and edit the commands there.

(and yeah, html doesnt work on this forum, you need to use bbcode)
Posted 16 years ago2008-02-08 14:26:57 UTC
in Design an Emoticon! Post #245304
mmmh... what was I thinking? oh yes, A LESS RETARDED LOL SMILEY!!
User posted image
Smiley Code - : lol :
Posted 16 years ago2008-02-08 14:21:22 UTC
in Suggestion: Prefab Vault! Post #245303
ok, maybe just a sub-category in maps could also be great
Posted 16 years ago2008-02-08 14:01:35 UTC
in PARANOIA Mod Post #245302
I dont think they stole any models from source at least as I noticed, but some of the animations were, like on the zombies.
Posted 16 years ago2008-02-06 17:18:08 UTC
in Design an Emoticon! Post #245153
Madcow, your right.
User posted image
Smiley Code - : cow :
Madcow, vote mine you should, happy you will be!
Posted 16 years ago2008-02-06 13:16:37 UTC
in Suggestion: Prefab Vault! Post #245125
Yeah, a texture vault is also a good idea! But the meaning with prefab vault is custom made prefabs, somewhere where muzzleflash can store his cool flamethrower prefab or whatever he will build next etc (just a example, please dont hit me, muzzle!)
Posted 16 years ago2008-02-06 13:13:22 UTC
in texture competitions Post #245124
Why not give us a base map with no textures and let us texture the whole thing, and the best one wins?
Posted 16 years ago2008-02-06 13:05:56 UTC
in Suggestion: Prefab Vault! Post #245122
Hey guys, we got this hugh map vault with many prefabs, but anyone noticed how hard it is to find anything useful there? What if we made a PREFAB VAULT! With own categories etc?
Posted 16 years ago2008-02-06 13:02:58 UTC
in Design an Emoticon! Post #245121
User posted image
Smiley Code - :xD:

It got my name written all over it ^^
(or was it the other way?)
Posted 17 years ago2007-12-15 08:47:41 UTC
in Day of defeat mapping... Post #241017
Thanks, but I already seen those on rust, they arent enought, but thanks for the rest ^^
Posted 17 years ago2007-12-09 08:57:03 UTC
in Day of defeat mapping... Post #240360
Hello, anyone of you guys know where to get good day of defeat 1.3 tutorials, or at least propose some? This website got a lack of day of defeat 1.3 tutorials...
Posted 17 years ago2007-11-20 12:12:52 UTC
in How can i make a HL2 map using sourceSDK Post #238866
OMG!! I WAS GONNA REMAKE A MAP FOR FORTRESS FOREVER!! NOOOOOOOOOOOOOOOOOO!!
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-26 08:29:52 UTC
in Chopper Question Post #226472
I got the two best solutions:
1. Search http://developer.valvesoftware.com/wiki/Main_Page for hunter-chopper tutorials
2. Check for outputs and inputs for the hunter-chopper to see if there are any command triggering it to go crazy with bombs

Then it should be fixed! :P
Posted 17 years ago2007-03-08 10:25:04 UTC
in Mod idea... Post #215333
I am mapping for both, cause I got a job from my friends to port the map to 1.6 for them till a LAN were having. But the most detailed one is the one for hl2. The 1.6 version isn't going to be released, except if the ones coming to our LAN unleagally uploads it then...
Posted 17 years ago2007-03-07 18:45:30 UTC
in Mod idea... Post #215296
hey, I only need help on skinning and modelling, but if u can help with hammer, its ok too! U can help with the cs 1,6 version! I'll just need a map over the interior of the school first, but I got a fly photo of it. I can get the map over the interior in 2 weeks.
Posted 17 years ago2007-03-07 16:06:22 UTC
in Mod idea... Post #215279
I was just asking for anyone to help me with it, not announcence it...
Posted 17 years ago2007-03-07 13:09:22 UTC
in [Source]Compile error... Post #215268
I have checked the directories, but I can't find any error... If I upload the map file so someone can compile it for me?
Posted 17 years ago2007-03-07 13:05:20 UTC
in Mod idea... Post #215267
Well, I have already begun the mapping on the school, and till now it seams good. I have 2 version, 1 for CS 1,6 and 1 for Source. So u can play on the map before its finished, but not all of the map is in the CS 1,6 version. So if ur a good skinner and/or modeller, u can help me making this mod!
Posted 17 years ago2007-03-07 12:56:23 UTC
in [Source]Compile error... Post #215261
I'm trying to compile a map, but when it comes to VRAD.exe, I'll get this error:
Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsertyinvasion.bsp
Error opening e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsertyinvasion.bsp

** Executing...
** Command: Copy File
** Parameters: "E:installSpillhalflifeHLSTEAMSteamAppserty_reveloutionhalf-life 2hl2mapsErtyinvasion.bsp" "e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsinvasion.bsp"

The command failed. Windows reported the error:
"The system doesn't find specific file."
Someone can help me fix this?
Posted 17 years ago2007-01-17 15:30:47 UTC
in Mod idea... Post #209825
Hey, I got a great idea of a hl2 mod: "Your a youth at a school in norway. Its a normal day at school, u bully the nerds, talk with the chicks etc... Then, when class begins, u hide urself inside a cabinet. Suddenly, a "black operation" team comes to the school and kidnaps everyone! A explosion next by the cabinet sends u out of the consciousness. U wake up and finds the school almost empty, just few soldiers left guarding. U finds out its your job to save ur friends, so u go to the toilet and into a secret room u and your friend made. Heres a "anti-bully" suit u made and some spygears u made of pens and other stuff u can get to! U fight ur way trought a maze of corridors with a exact copy of a modern norwegian school! Fight mutant frogs from the lab, kill "black-ops" and much more!" So, what u think? If idea good enought, why dont PM me and we may start making this mod! (PS: Im going to be lead mapper, I got all the plans and stuff of the school!)
Posted 17 years ago2007-01-13 17:06:37 UTC
in Visited by aliens?? Post #209526
Quote to Highlander:
Some here doesnt understand people at IQ 137, so I was just simplefied the message... else it would be like 5 pages... And the dust storms on mars, I heard of them from here and there. Im a young scientist. Im visiting all kinds of scientific websites. The mars storms got high speed and carry dangerous particles and radiation killing every microorganisms or other living stuff that COULD survive there, so no way that life can come to mars yet. Many mars-bots has been killed that way. All what was found by one being killed by a mars storm, was its diamond parts. Do u want to go to mars now, huh? :lol:
(PS: HEY!! IM STILL ALIVE NOR KIDNAPPED!!! YAY!)
Posted 17 years ago2007-01-13 16:13:19 UTC
in Visited by aliens?? Post #209522
Well, I got a alien terory myself; all this pictures u see of aliens got big head, their small, long arms etc... Well, thats accorate how humans are developing, we're getting bigger heads 'cause of our brain has to grow to take bigger capacity, and we use tools and stuff so we dont need our big muscles or size, and we maybe have to go to another planet to survive, and there we may mutate a bit more... And my terory is that in a other futuric version of our dimension, humans have already gone to a new planet and developed and stuff, so now their small green men and have developed a "time-and-space" machine and travels trought time and space and ends up in our dimension and take test on us prehistoric humans and stuff and let the military know 'bout it. Now, their letting the military some technology so we're dont have to develope it ourself so we can escape a catastrofal thing, like sun exploding, magnetic field dissapears. (Like what happened to mars for some millions of years ago, so now mars getting burned by radioactivity and global poisinous sandstorms) What u think? (PS: If u dont hear from me any more, u know what has happened... :confused: )
Posted 18 years ago2006-11-26 15:15:08 UTC
in Need help on map... Post #204163
Hello, Im making a HL2 DM map and got some bugs I just can't find. :( DL it here: http://www.twhl.co.za/mapvault_map.php?id=4238
Posted 18 years ago2006-11-26 13:10:34 UTC
in HL2 DM Question... Post #204146
k. Thought that was for CS:S
Posted 18 years ago2006-11-26 12:42:52 UTC
in HL2 DM Question... Post #204143
Does somebody know how to do so the players starts with just one specific gun in a HL2 DM map? (Example: Everybody on the level starts just with gravity gun)
Posted 18 years ago2006-11-26 11:55:12 UTC
in Blurry Entities... Post #204140
Me got that problem too. I think its created when the sprite reseloution is too low
Posted 18 years ago2006-10-30 14:44:50 UTC
in Lava Post #201338
Stop disciminate, people! The only color I see on humans is brownish light orange. Some are a little bit darker than others because of its a defence against the heat and sun from where they come from! If the temprature on the earth raised to extreme, mostly darker peoples will survive! Think on that before discriminate!!
(PS: Im light, but Im living in a ghetto, so many of my friends are dark, thats why I defend them against discrimination!)
Posted 18 years ago2006-10-30 14:38:02 UTC
in Invisibility? Post #201337
They got a suit making u particle transparent when hitted by special light. The suit needs the special light to make the suit reflect the light from its behind to the front, showing what's behind the suit a little bit.(Note: Every color u see = Light)
Posted 18 years ago2006-10-30 14:26:06 UTC
in World Trade Center Post #201335
Sticking to the past will make the progress go slower and why even care if someone will revenge on terrorist on a nostelagia based map?
Posted 18 years ago2006-10-15 10:39:51 UTC
in Need help with gunships... Post #199755
The AI was on, just so you know
Posted 18 years ago2006-10-13 14:43:43 UTC
in Episode One and GMod Post #199580
There was a mod for that. U can find it at gmod wiki