Forum posts

Posted 19 years ago2005-07-28 20:13:45 UTC
in The Apache Post #124273
I was just wondering...can the Apache follow info_node_air entities (roaming) instead of following a bunch of path_corners?
Posted 19 years ago2005-07-23 21:56:18 UTC
in Sprite Problem Post #123045
I have run into a problem with the env_beam and the sprite that is used for it. Under the "Sprite Name" in the properties of the env_beam I have used "sprites/lgtning.spr." This is usually the correct directory but when I run the map, a different sprite is used. How can I fix this? - HeAdCrAb KILLA
Posted 19 years ago2005-07-23 15:28:17 UTC
in Nihilanth Monster Post #123008
Could someone give me a link to the Nihilanth Example map in the Vault. I can't seem to find it. Good luck with understanding that map once you've decompiled...there's a sh**load of stuff in there! - HeAdCrAb KILLA
Posted 19 years ago2005-07-23 15:01:35 UTC
in Breakables Post #122998
I want to make some breakables (4) that will trigger something but ONLY once ALL of them have been broken in ANY order. How can I do this? - HeAdCrAb KILLA
Posted 19 years ago2005-07-23 13:31:18 UTC
in Nihilanth Monster Post #122978
Well I got him to attack but I don't know if it's just the FGD I'm working with (SVEN Co-op). I didn't see him use the teleport thingy on me so I'm not sure if I need the info_teleport_destinations. Other than that I don't really need him to do much more. I only want him to die by the little crystal in his head and have him trigger (on Death) a massive explosion. - HeAdCrAb KILLA
Posted 19 years ago2005-07-23 11:31:52 UTC
in Nihilanth Monster Post #122952
Alright I'll decompile the map and post some answers if I find any. - HeAdCrAb KILLA
Posted 19 years ago2005-07-23 01:02:00 UTC
in Nihilanth Monster Post #122868
Does anybody (maybe from experience) know if the Nihilanth has been successfully set up in a map before? I know it would be a mammoth of a task to set it up correctly but I am interested in trying. If anyone has any info on this please let me know! - HeAdCrAb KILLA

(The Nihilanth is that big ass thing at the end of HALF-LIFE that looks kinda like a baby with man-boobs :)
Posted 19 years ago2005-07-17 13:14:03 UTC
in Loading The Pointfile Post #121597
That...was...so...friggan...awesome. That line lead me straight to the leak! WOOT! Thanks for all the help guys! - HeAdCrAb KILLA
Posted 19 years ago2005-07-17 13:01:43 UTC
in Loading The Pointfile Post #121592
Hmm I'm working with 3.4. Should I upgrade? - HeAdCrAb KILLA
Posted 19 years ago2005-07-17 12:48:00 UTC
in Loading The Pointfile Post #121583
OK, well the .lin file line appears in the 2D windows but not in the 3D window. Can I just follow that line? The line is red and zig zags almost everywhere. - HeAdCrAb KILLA
Posted 19 years ago2005-07-17 12:34:34 UTC
in Loading The Pointfile Post #121579
OK I loaded both files into Hammer but they didn't help me at all. NOTHING appears as a guide (lines) in Hammer so I have no clue to where the leak is. - HeAdCrAb KILLA
Posted 19 years ago2005-07-17 12:16:01 UTC
in Loading The Pointfile Post #121575
I don't have any .lin files in my directory! What now? How go I generate them? - HeAdCrAb KILLA
Posted 19 years ago2005-07-17 10:36:04 UTC
in Loading The Pointfile Post #121535
I have encountered a leak in my map that I cannot seem to find by myself. I am trying to work with the pointfile but when I load it in Hammer, I can't see the points! Does anybody have any ideas on how I could fix this? Do I alter the pointfile settings? - HeAdCrAb KILLA
Posted 19 years ago2005-07-14 18:12:19 UTC
in Writing A Tutorial Post #120886
I am interested in writing a tutorial on this site. Please notify me if I could be authorized. Thanks - HeAdCrAb KILLA

(Is there any way to take a screenshot in Hammer?)
Posted 19 years ago2005-07-12 22:25:04 UTC
in Alien Entities - Unknown Post #120495
Thanks Elon, and yeah I also think that Spirit lets you have too much freedom over options and settings. - HeAdCrAb KILLA
Posted 19 years ago2005-07-12 19:02:30 UTC
in Alien Entities - Unknown Post #120484
I have searched my directories over and over but still cannot find a few files that I've been looking for. I have been searching for the name of the sprite and the sound that is triggered when an alien is spawned in HALF-LIFE (Green bolts of lightning with a buzz/zap/rev sound). I have asked this question in the past but have come up unsuccessful. A few replied with some muzzleflashes and others mentioned Spirit. If this sprite can only be created with Spirit then why is it featured in the original HALF-LIFE games including OPPOSING FORCE? Does anyone have any additional information? - HeAdCrAb KILLA
Posted 19 years ago2005-07-11 22:55:56 UTC
in Controlling Monstermakers Post #120377
Gee, that's not confusing at all... :confused:
Posted 19 years ago2005-07-11 16:38:46 UTC
in Controlling Monstermakers Post #120342
If someone could clear this up for me it would be great... I am trying to spawn monsters in an "orderly fashion" as follows; 1) A monstermaker entity is triggered by whatever spawning some baddies. 2) Once ALL OF THE ENEMIES are killed, another monstermaker is triggered. How can I make this work? I want ALL of the monsters (in an existing "wave") to die before more respawn. - HeAdCrAb KILLA
Posted 19 years ago2005-07-10 13:53:21 UTC
in Really SLOW Compile Post #120151
I just don't get it. My completed maps for SVEN Co-op would compile in under 10 minutes! And they were big maps! Now, these TINY maps for HALF-LIFE are taking like 5 minutes a piece! What the hell? Should I revert back to the VALVe compile tools or am I just really impatient???
Posted 19 years ago2005-07-10 12:42:57 UTC
in Really SLOW Compile Post #120132
I just recently started mapping for a Half-Life single player mod that I am creating and I am having some issues. I have started a map and it is very small and not complex. I go to compile and it takes FOREVER! Does anybody have any solutions or ideas? (I AM using ZHLT and the latest version of Hammer). - HeAdCrAb KILLA
Posted 19 years ago2005-07-10 11:10:38 UTC
in Retinal Scanner Post #120125
Yeah thanks Seventh, i changed the scanner so that it didn't target anything and now it is activated by timing from the multimanager.
Posted 19 years ago2005-07-09 16:21:46 UTC
in Retinal Scanner Post #119962
I've read a bunch of tutorials on Barneys and Retinal scanners but I still can't figure this out. The only problem I am having is that I can operate the scanner as being the player. How can I make it so that only the Barney can operate it?
Posted 19 years ago2005-06-22 18:29:15 UTC
in Spawning Custom Models Post #116236
Using a func_breakable entity and the "spawn on break" property, how could I spawn a custom model of a gun? I would also like to know how to spawn a custom monster model using a monstermaker. - HeAdCrAb KILLA
Posted 19 years ago2005-06-22 09:33:33 UTC
in What's That Sprite? Post #116125
The sprite I am looking for is used in almost all of the HALF-LIFE games. It appears with a sound (which I also can't find) when an alien is spawned and features a bright green glow with bolts of green lightning. I dunno how Spirit even works so I'm lost. - HeAdCrAb KILLA
Posted 19 years ago2005-06-21 19:17:51 UTC
in What's That Sprite? Post #116034
Okay thanks, I didn't know if it wuz custom or if I just couldn't find it. - HeAdCrAb KILLA
Posted 19 years ago2005-06-21 18:37:36 UTC
in What's That Sprite? Post #116023
I am looking for the name of that sprite that is used when an alien is spawned in HALF-LIFE. I guess it could be described as a ball of energy that has bolts of lightning shooting from it. Does anyone know what I'm talking about? It's an effect that happens when aliens spawn. I cannot seem to find it in my directories. - HeAdCrAb KILLA
Posted 19 years ago2005-04-29 09:30:39 UTC
in Scripted Sequences and Such [closed] Post #106349
I used a "scripted sequence" in one of my maps to make a zombie perform the "eatbody" animation. The only problem is that I cannot seem to figure out how to make the animation "loop." The zombie will perform the animation but then return to an idle animation. I've tried checking off the "repeatable" flag but that doesn's seem to do anything. What I would like to accomplish is the zombie doing the animation until it is shot or approached. Can anyone help? - HeAdCrAb KILLA
Posted 19 years ago2005-04-28 10:13:17 UTC
in Last ERROR post I will make... Post #106258
I did create a batch file...I just don't know what to do with it lol! - HeAdCrAb KILLA
Posted 19 years ago2005-04-27 18:13:23 UTC
in Last ERROR post I will make... Post #106174
When I go to compile a (Sven Co-op) MAP in Hammer 3.4 an error comes up (a Windows gave error) "access denied." The compilation process goes no further. The program is trying to copy the MAP into my destination directory. I tried Advanced Compile and it gave the error "could not find filesystem dll to load" along with the access denied error. I have reinstalled, reconfigured, and rechecked Hammer and it continues to give errors. I have reinstalled Sven 3.0 AND ZHLT. All the settings are correct. I am now extremely frustrated. The Batch Compiler gives errors that I cannot find and therefore it is USELESS. I need help. The map is near completion. NOTE: the map RUNS fine, I just cannot compile. Tutorial after tutorial, error list after error list, no luck at all. - HeAdCrAb KILLA
Posted 19 years ago2005-04-27 17:35:49 UTC
in UPDATE on my current ERROR [closed] Post #106168
Dude the map WORKS fine, I need to COMPILE the damn thing! - HeAdCrAb KILLA
Posted 19 years ago2005-04-27 16:50:22 UTC
in UPDATE on my current ERROR [closed] Post #106157
When I go to compile (in Hammer) in advanced mode,the error " could not find filesystem dll to load" pops up! I do not kno wut this means. If anyone knows please respond!!! - HeAdCrAb KILLA
Posted 19 years ago2005-04-27 12:43:10 UTC
in Another ERROR (that I can't fix) Post #106117
I've reinstalled Hammer COMPLETELY and then reconfigured. Right now I am trying to work with a Batch Compiler and files. I'm afraid that I'm not having any luck on figuring this out either though. - HeAdCrAb KILLA
Posted 19 years ago2005-04-27 11:31:18 UTC
in Another ERROR (that I can't fix) Post #106106
I recently ran into another error when I went to compile one of my maps in Hammer. When I go to compile, the (Windows) error "access denied" pops up...WTF!!! It's trying to copy my map into the specified directory but it can't. The exact error is below:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue.map" "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue.map"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Could not execute the command:
Copy File "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Could not execute the command:
Copy File "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Could not execute the command:
Copy File "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Could not execute the command:
Copy File "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_residue"
  • Windows gave the error message:
"Access is denied."

This is the ERROR that appears when I go to compile. I already reinstalled and reconfigured Hammer (3.4) but it still pops up. NEED help!!!

-HeAdCrAb KILLA
Posted 19 years ago2005-04-27 08:32:32 UTC
in Monsters Must Shut Up... Post #106085
I really need some of the monsters in my map to SHUT UP!!! Whenever I check off the "Gag" flag under the flags tab (hey that sounds kinda cool), the monsters continue to make noises! It's really ruining the element of surprise here. Do I need to have a name for the monster or somthing like that. - HeAdCrAb KILLA
Posted 19 years ago2005-04-24 09:45:51 UTC
in scripted_thingies... Post #105628
I have read a bunch of tutorials on how to make monsters do certain things but I can't really figure it out. I want to make a monster_zombie crouch and eat. The idea is to have the monster_zombie look like it is eating a corpse on the ground. If any1 has any info (without regarding to a tutorial) please tell me! - HeAdCrAb KILLA
Posted 19 years ago2005-04-23 17:31:50 UTC
in Moving "Pistons" Post #105546
I did use a func_train and it works well...thanks. - HeAdCrAb KILLA
Posted 19 years ago2005-04-23 17:10:29 UTC
in Water Levels Post #105532
How can i make a water level go up or down??? Do I use a func_door, func_plat or something else??? - HeAdCrAb KILLA
Posted 19 years ago2005-04-21 22:02:53 UTC
in Moving "Pistons" Post #105236
I'm not looking for a realistic piston with a crankshaft or anything, I just want something that will slide up and down. - HeAdCrAb KILLA
Posted 19 years ago2005-04-21 21:27:40 UTC
in Moving "Pistons" Post #105232
Can anybody help me with some info on how to make some pistons that will move up and down. I am trying to make it so that the brush will move up and down and smash people! Like the ones in Half-Life in that awesome factory. You kno, the ones that kill you when yur on the belts. I am trying to use the func_door entity but I can't quite figure it out. - HeAdCrAb KILLA
Posted 19 years ago2005-04-17 08:44:01 UTC
in Death Triggers? Post #104458
Is there any way you could make the death of say a monster trigger something. Im talking specifically that when you kill the monster, it will triggers something. If anyone has any info, plz respond, thanks!

-HeAdCrAb KILLA
Posted 19 years ago2005-04-16 16:56:16 UTC
in WorldCraft (3.3) No Response Post #104371
Holy S*** dude, that friggan WORKED!! Thanks man. It turned out that i actually didn't have the most advanced version of Hammer so I got 3.4.
Thanks a crapload!!!

-HeAdCrAb KILLA
Posted 19 years ago2005-04-16 16:37:23 UTC
in WorldCraft (3.3) No Response Post #104367
The version of Hammer that I am using is 3.4 (WC 3.3). I already re-installed. All of my other MAPs work fine. IT's just this one in particular thats not workin. - HeAdCrAb KILLA
Posted 19 years ago2005-04-16 16:29:57 UTC
in WorldCraft (3.3) No Response Post #104365
When I go to open one of my MAPs in 3.3, it crashes and the task manager says Not Responding. I really need to finish my MAP that I am workin on for SVEN Co-op but I can't because it won't even open the damn thing. When I load up WC 3.3 I'll go to open up my MAP, it'll load, then the program just freezes up!? WTF!!! frustration This has never happened before. SOMEBODY PLEEEEZE HELP ME!!!

-HeAdCrAb KILLA
Posted 19 years ago2005-04-14 17:49:12 UTC
in Enemy "Waves" Post #104050
How could i fabricate enemies that would come in "waves," like after one wave is killed another one starts up. A good example of this concept is the Sven Co-op map "Invasion." The enemies come in waves.

-HeAdCrAb KILLA