Forum posts

Posted 21 years ago2003-07-29 11:54:36 UTC
in Sitting barney and bombs Post #560
Download my entry for the Scripted Competition... There is a sitting Barney in it. But it wasn't my Idea.. The tutorial on the original sitting Barney from HL was posted years ago on 'the spawning tank' and some of the dimensions are not quite right. It works but needs work.
As for the Bomb, why don't you build a small test map and see if it works... if it does you can let us know.
Posted 21 years ago2003-07-29 11:41:58 UTC
in Sitting barney and bombs Post #559
I think the sitting Barney's probably a model, not a monster (I may be wrong, there might be an 'animation' thing for monster_barneys, I can't remember, and I only map for the Specialists now).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-07-27 09:19:43 UTC
in Competitions Post #593
*me pokes people :P
Posted 21 years ago2003-07-27 08:27:45 UTC
in Sitting barney and bombs Post #558
How do I make barney sit down, like at the beginning of anomalous materials? Also, I have a question about creating defusable bombs in HL single player (I don't map for CS): Would this entity setup work?: You enter a room and walk over a tripwire laser (trigger_once, env_beam to make the laser visible). This triggers a bomb in 2 minutes (env_explosion and a brush which resembles an explosive device). You leave the room and find the bomb in 1 minute. You press the button attached to it and the button activates a trigger_relay which killtargets the env_explosion, and therefore defuses the bomb.
Posted 21 years ago2003-07-27 08:08:26 UTC
in Scripts and Monsters Post #562
Andy, it's easy to make a human walk up stairs, I did it on my first go! I once created a map with a scientist on his way to work, and part of his route was up some stairs. Just place a path_corner at the bottom and top of the stairs. Just don't change the new path_corners' angles, or everything is likely to go horribly wrong...
Posted 21 years ago2003-07-27 04:42:54 UTC
in Scripts and Monsters Post #561
Heaps of stuff in the forum about scripting.
Have a look at the problem map section for: ManfallTlax.
There is a really good series of scripted sequences, some camera work and a moving APC.

Just on the path_corner and monster questions, something I found this morning [that I had forgotten about] was that if you give your Barney, Grunt or Scientist a name, then they wont follow path_corners! Monsters spawned by a monstermaker wont follow path_corners either. And if you want you monster to walk up a flight of stairs... be ready to tear your hair out. It can be done, but some serious patience is required. Better off building a ramp, but make sure it is nice and long.
Posted 21 years ago2003-07-25 10:40:33 UTC
in Problem Map! Post #577
Try renaming the .rmf race_track before you compile it as Anonymous suggested.
Posted 21 years ago2003-07-25 10:38:16 UTC
in Retinal scanners Post #572
Due to the fact that I haven't got around to finding anyone who will do a decent Script tutorial, I believe the next best thing is to tell you where you can find some...
Collective, thanks to Chris 'autolycus' Bokitch:
http://collective.valve-erc.com/index.php?doc=1047433496-46754900
And 69th, by Vlad:
http://www.vlatitude.com/tutorials.php?tutID=10
Both of these tutorials discuss what you want to acheive.
Posted 21 years ago2003-07-25 10:01:18 UTC
in lights Post #584
Good idea... I am working on a tutorial by pepper at the moment, but if I get a chance I will slap together a really basic lighting tutorial... Stay tuned.
Posted 21 years ago2003-07-24 15:19:05 UTC
in Retinal scanners Post #571
Me again...
How do I create retinal scanners which scientists and barneys have clearance for, but I don't. And how do I make them refuse to open it until I do something, EG: locate HEV suit. Also, I created one which a scientist uses when he sees me, but the scanner didn't actually activate until he'd removed his eyes from the scanner. How do I make it activate while his eyes are in it?
Posted 21 years ago2003-07-24 00:20:26 UTC
in Problem Map! Post #575
i made a race track for cs in problem maps section http://cariad.co.za/twhl/mapvault_map.php?id=63 if somone can just go there and fix it so its playable for CS and then send it to Kazper_Nos@hotmail.com it would be great!
Posted 21 years ago2003-07-23 21:03:38 UTC
in alarms Post #582
The problem was I take so long time to write on english for me so your reply get in before my.
I use my lexicon so I can spell, and what takes time.
Whats life.

[It is no problem Tlax... it is always good to have another opinion on things, and another link. I managed to get my latest copy out of telefragged :-)]
Posted 21 years ago2003-07-23 15:41:50 UTC
in alarms Post #581
I suggested valve-erc because the telefragged.com Wally downloads don't work. I've tried all 20 or so of them. And the sound's called warn3, warn1 is a decent alarm sound, though. One more thing, Black Cat: Make sure that if you unpack the models, you unpack them from pak1 if you're using the HD pack, otherwise, you go back to low-res graphics.
Posted 21 years ago2003-07-23 11:25:12 UTC
in alarms Post #580
when i put an ambient generic in i can get the map to run because there is something wrong with sound i chose <i chose it from the gearbox folder because the valve one does not have any sound files in> I perticuly wanted the sound from we got hostiles when the fire doors close.
Posted 21 years ago2003-07-23 11:15:07 UTC
in lights Post #583
I really need some help on how to place lights and wat couler for them to be and any other useful stuff on lights i have checked out the tutorials and they do not help me. i need a step by step guide !!!!
Posted 21 years ago2003-07-23 09:28:38 UTC
in Problem with WC. Post #588
you should use the fit button in the texture screen then the texture should be right on your door
Posted 21 years ago2003-07-22 21:01:19 UTC
in Problem with WC. Post #587
NVM I FIGURED IT OUT YIPEEEEEEEEEEEE im making a bamboo map theme when im done ill post it on the finished map section ok later
Posted 21 years ago2003-07-22 20:22:01 UTC
in Problem with WC. Post #586
oops i said that last part wrong ... I haveto use the little red button Bcuz the regular elevator buttin is like 3/4 the size of the player.
Posted 21 years ago2003-07-22 20:20:01 UTC
in Problem with WC. Post #585
Ok, in WorldCraft i make a normal sized door then i go to choose a texture and i choose the one i like then when i put it on the door he texture is like 2-3 times bigger than my normal sized door i even d/led a shell map of a dor to see if it happens on that door 2 and it did .. (this is happpening on all my textures)like when i make a button to trigger my elevator i haveto use the little tiny red button or the regular elevator button will be like 3/4 as big as the player does anyone know what to do?
Posted 21 years ago2003-07-22 05:41:56 UTC
in High Definition pack Post #605
Sorry, I should've said: I meant from another high-def-enhanced mod, like BS or OPf; didn't make that very clear. Glad it got sorted out, though, and welcome :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-07-21 15:25:25 UTC
in Security cameras Post #609
Yeah, func_pendulum seems to work. And I'm putting invisible func_buttons in the ground to trigger the monstermaker (I've also included switches to disable the cameras by covering the buttons with an invisible func_door.
Posted 21 years ago2003-07-20 16:52:41 UTC
in High Definition pack Post #604
I've fixed the problem now. I think I just about got the idea of what to do, Seventh-Monkey. And thanks for your suggestion, atom, that's what I did.
Posted 21 years ago2003-07-20 15:29:27 UTC
in High Definition pack Post #603
Is there anything in your valvemodels folder. I don't have the HD pack, so I'm guessing, but it might have written the HD models into your valvemodels folder, but when you unpacked the old PAK, they were overwritten.

Or whatever. Anyway, try deleting everything in your valvemodels folder (except the 'player' folder, I suppose). If it's still not working, reinstall HL, then the HD pack.
Posted 21 years ago2003-07-19 22:07:48 UTC
in Security cameras Post #608
func_pendulum for swivelling? It'd look a bit silly though :)
Posted 21 years ago2003-07-19 22:04:57 UTC
in Competitions Post #592
Soon. I've spent the last few days working non-stop on other stuff, so I clean forgot :)
Posted 21 years ago2003-07-19 21:50:53 UTC
in Avatars! Post #1208
kol said:
avataravatar, there: thave avatar the words lost all avatarmeaning?
Err.. okay :)

Nope, hehe, that's all there is. Okay, I promise: when I have some free time, I'll make a custom avatar thing!
Posted 21 years ago2003-07-19 16:51:05 UTC
in Security cameras Post #607
Well, you could do the first one (with stationary cameras) by putting a trigger_once, shaped as the camera's view cone, connected to a multi_manager with a time delay on the monstermaker (or whatever).

Can't help you with the second, sorry :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-07-19 16:49:31 UTC
in High Definition pack Post #601
Odd: try backing up the valvemodels directory in Half-Life, then copying the 'models' directory from another mod into 'valve' and clicking 'Yes'. If it all goes horribly wrong, just delete the new models dir and restore the backup.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-07-19 09:39:05 UTC
in Competitions Post #591
When will there be a new competition?

-Mike
Posted 21 years ago2003-07-18 11:48:39 UTC
in A NEW LEVEL IS COMING Post #1307
TEN FOUR is your answer - http://tenfourmaps.telefragged.com/php/main.php
does everything singleplayer from Q1, Q2 to HL to OPForce...

hey why not post your map on TWHL, in the 'completed maps' section...
Posted 21 years ago2003-07-17 17:10:29 UTC
in Avatars! Post #1207
me again, how do you get more avatars to show up when you click 'select avatar' in the 'your profile' section, there must be other avatars, all i see is the first 19 or so...

avataravatar, there: thave avatar the words lost all avatarmeaning?

oops, i got carried avatar. NO! i mean carried away with the word avatar after a while it looses all meaning...

-thanks for your help..
Posted 21 years ago2003-07-17 17:01:43 UTC
in High Definition pack Post #600
Something's gone wrong with my computer. When I bought HL, I got a few mods with it as well (Blue Shift, Opposing Force, Counter-Strike). With Blue Shift came a High Definition pack for all HL mods (And the original HL). However, I recently downloaded Wally, and after unpacking my PAK file, I played HL single player, only to discover that it had gone back to low-res graphics. However, my other HL games were unaffected. Does anyone know how to fix this problem? I've tried reinstalling the HD pack but it didn't do anything.
Posted 21 years ago2003-07-17 15:25:27 UTC
in Security cameras Post #606
How do I create surveillance cameras which after seeing you for a few seconds, trigger something eg: alarm, monstermaker?
Also, is it possible to make them swivel realistically (A few degrees at a time)?
Posted 21 years ago2003-07-17 01:50:28 UTC
in wont run... Post #617
What does the error report say?
Posted 21 years ago2003-07-17 00:19:10 UTC
in wont run... Post #616
I am a n00b mapper...just doing my first one.

Basically, ive made 3 rooms, linked together with craved entrances, and all is good i can run it in hl.exe and run around....very exciting indeed.

BUT I wanna obviously expand it etc...But wen i try and put another room on....It doesnt run anymore in hl.exe...it starts to run, but then freezes &ives me an error report thingy. Ive played around and made a small box outside the others, and it will run, then i made the box bigger..and it ran!!! THEN i hollowed the box out, and it did the freeze thing.

Any ideas!??? It cant be memory or anything, I have a 2Ghz p4, 512 ram, geoforce etc etc....
Posted 21 years ago2003-07-16 15:28:03 UTC
in Humans and buttons Post #618
I desperately need help! I want to create a level where, if, say, a human grunt sees you, he rushes to an alarm button which triggers an ambient_generic (The alarm noise) and a monstermaker to make the level much harder. I know you need to use aiscripted sequences/scripted sequences/scripted sentences, but I don't have a clue how to use them! I've managed to get the monstermaker and ambient_generic to work, but only I can press the button.
Posted 21 years ago2003-07-14 06:45:36 UTC
in Submitting Tutorials Post #1191
I am looking for really simple stuff, like, how to control a light with a switch... How to build a rotating wheel ( that doesn't fly off into space when triggered :-)

I have forgotten more than I have learnt, so just go through the available tutorials and see if there is anything that you know how to do, but isn't covered.. or not covered well enough :-).. and write it up in a text file.. This will earn you respect from your fellow mappers.. and give me a hand getting stuff done.
Posted 21 years ago2003-07-13 13:09:46 UTC
in Submitting Tutorials Post #1190
Sounds good, maybe I'll make one - if I can think of any that haven't already been done which I can do :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-07-12 23:46:10 UTC
in cone? Post #627
You could try the Spike brush or wedge brush... or you could be really clever and build a series of cylinder brushes that have been VM'd in the shape you want
Posted 21 years ago2003-07-12 23:41:05 UTC
in cone? Post #626
How do i create a cone?
Posted 21 years ago2003-07-12 23:40:23 UTC
in How do I set the editor up for Opposing Post #1268
I don't think there is anything different from setting it up like any other Mod... TFC, DoD
It should compile using the HL settings, just change the Mod directory and include the new .fgd... and textures.
The only thing I can think that might be tricky is getting the command line parameters right, but since OpFor was primarily a SP Mod, I cant see why you cant compile using the standard stuff.
Posted 21 years ago2003-07-12 23:18:30 UTC
in A MESSAGE TO THE PUBLIC Post #1288
tell you what game i like best, well not the one i like best (thats Half-Life of course) but hey ever hear of Hidden & Dangerous: Fight For Freedom,? only 10 or so missions but boy is it hard and really good, good as a diversion from the equally 'realistic' counter-strike.
Posted 21 years ago2003-07-12 23:05:07 UTC
in How do I set the editor up for Opposing Post #1267
I have the FGD. But the enities are the same as Half-Life.
Posted 21 years ago2003-07-12 20:20:50 UTC
in Avatars! Post #1206
i know, that's the normal way of doing it. :)

if i have time sometime i'll code something like that in, but if you really want your own avatar, i can add it to the pool if you email it to me.
Posted 21 years ago2003-07-12 19:34:29 UTC
in Avatars! Post #1205
hmm, you know atom it would be a lot easyer (or probably harder) if you'd let the members choose their own costum image that must be 45x45. and just store them as a part of their profile. i never coded html so i have no idea whats involved but it could be a good idea maybe?. i thought i'd bring this up because i spent 1-2 hours on the net trying to locate some old hl artwork i wanted to use. i remembered a good image i saw while browsing around www.planethalflife.com/nostalgia - has lots of old hl stuff like artwork, consept art and general goodies you should check it out.
Posted 21 years ago2003-07-12 18:18:26 UTC
in Crushing Bigmomma Post #1270
Ive talked to several people who have downloaded my scripted contest entry. They didn't realize that I used a scripted_sequence to cause the bigmomma to run underneath the crusher whenever the player gets near the button. This makes it possible to crush her and she splats real good. You can also lead the scientists under there and crush them to, if you're sick like me. :)
Posted 21 years ago2003-07-12 04:40:18 UTC
in target question Post #628
i was wondering....if you have an entity (func_breakble) set to a target, will it still blow up if you shoot it?

by target i mean, when u touch another object, its target is the func_breakble entity. so it blows up only when u touch the object that has a target set to the func_breakble, and not when u shoot it.

thx, maTT.
Posted 21 years ago2003-07-10 21:41:00 UTC
in Cars Boats, Planes Post #629
OK,
Pepper is right, you can have fully controlable vehicles in CS.... There are a few extra entities added to the later .fgd's that allow you to have func_vehicle and func_vehiclecontrols. That is how they do it.
This does not cross over to HL. Unless you build in CS and ignore all the errors when you load HL.. Not sure that would actually work though. The only way you can achieve this in HL is with Spirit.

So if you want to make a map where you drive the vehicle, then you should do it using CS.
(can't see the point really, as you can't shoot and drive at the same time...)
Posted 21 years ago2003-07-09 19:36:05 UTC
in Scripted Contest Post #1278
Sorry have to disagree....
The contest was rigged,
My entry was the best !!!
I was robbed!!!!

Just Joking people.
Congratulations Tlax and Jakar and DocRock.
It is really good to see the high standard of entries, well thought out.
Any one like to do a tutorial on Scripts?? Let me know.
Posted 21 years ago2003-07-09 02:40:08 UTC
in Scripted Contest Post #1277
Have to agree, great job. Looking forward to the next competition, for some creative stuff came out of this one.