Forum posts

Posted 16 years ago2008-08-15 22:08:50 UTC
in Half-Life: Static Friction Post #253842
or... have a nice little scripted sequence in there, and have a merc team fly by on a tram chasing some aliens on a different tram, and have one crash and expload, resulting in moving of the object.

but still require the activation (multi_source) of the crane button to start it all. even have the crane start to move then all of a sudden!!!! action!
Posted 16 years ago2008-08-15 19:36:08 UTC
in Project: Mobius - MiniMod for The Specia Post #253833
I already have a couple offers for hosting. 1 of the servers, AussieRP will most likely be one of the host, and either myself, or one of the other people offering will be the host for another map.

Also, just another peice of info about this project...

Every single piece of this will become open source as soon as it is completed. That includes:

bsp's
rmf's
models
sounds
textures/wads
all scripts
all sql tables
and the development section of my forums will all be open to the public after we are done.

The team I have has been working great, and the effort of the last couple months should pay off when released.

I would invite all of you who are interested in this kind of gaming (RP) to follow this minimod and nake it by the servers. It should prove to be quite fun. There are already 50+ people that are waiting for release, so there will be an instant community on the servers.
Posted 16 years ago2008-08-15 16:04:27 UTC
in Prefab situation, setting up Hammer. Post #253821
Yes, thats the one I was speaking of, I think I might have gotten the HL1 SDK off your site there MuzzelFlash.
Posted 16 years ago2008-08-15 16:01:39 UTC
in Project: Mobius - MiniMod for The Specia Post #253819
Project: Mobius
User posted image
Project is currently at apx 70% completion.

This is a Role-Playing project for The Specialist. My last Goldsource project. :(

Overview
I have come up with a map idea and new project all in one. There was an old plugin by Hawk552 called linkmod, Smokes also made a progeam that was similar.

Linkmod was a plugin that made a hardcoded NPC that would send you to another server, smokes version was the same thing, except no npc, you just entered a chat command (/travel or something). The 2 or more servers where then connected to the same sql database ( open the ports for that server to share sql ).

The result was 2+ maps/servers with the same playerbase and economy. This is where Project: Mobius comes into play. I was thinking of hosting a US server linked with the AussieRP server.

...But that is only the begining.........

The new map(s)

The main thing that will make Project: Mobius unique will be the map(s)

This is what I have in mind so far.

Space Station in Deep Space orbiting a planet with a moon

4 Seperate Area's
-Space Station
-moon
-2 planet surface areas connected: 1 high tech, high class. the other "mole-people"/natives, poorer

2 Maps
-1 map containing Space Station and moon
-1 map containing The Planet

2 Servers
  • 1 hosting the Space Station/Moon Map
  • 1 hosting the Planet Map

Map Spawning points

Each section will have a spawn area, it will be an OOC room of sorts.

There will be doors with transporters in them, with key access either being jobid releated, or if possible make an item that can act as a key for certain doors.

This is how I have imagined the layout.

Space Station

Transporter Room - teleports you to the moon teleportation room
Shuttle Bay - Can fly you to the moon, or link you to the other server in mid flight to send you to the planet

Moon

Transporter Room - Teleports you to the Space Stations teleportation room
Shuttle Bay - Can fly you to the Space Station, or link you to the other server in mid flight to send you to the planet

Planet area A

Transporter Room - Teleports you to the other side of the planet ( Planet Area B )
Shuttle Bay - Flys you up into the sky and then links you to the other server ( spawn point is the moon )
Tram - Underground train connecting the 2 factions of the planet

Planet area B

Transporter Room - Teleports you to the other side of the planet ( Planet Area A )
Shuttle Bay - Flys you up into the sky and then links you to the other server ( spawn point is the moon )
Tram - Underground train connecting the 2 factions of the planet

Spawning point on Planet Surface
I had planned on making an OOC room to spawn in with 2 doors and a job NPC
-1 door leading to 1 side of planet, 1 door to the other
-NPC would give the job of native, or worker ( this would allow them to get a job/door access on arrival to server )

Spawn point on Space Station/ Moon Base
I have planned on making the spawn area here in the Moon Base
-The teleporter Room will be ajoined to the Shuttle Bay
-Teleporter will be behind clear "Energey Door"
-NPC offering jobs of Worker, Native, and Miner
-Moon Base will be an open area with the mining area prohibited to job access
Layout

Space Station:
-Living Quarters
-Stores
-Galley (food hall)
-Security HQ
-Medical Bay

Moon
-Mid range Living quarters
-Food Area
-Electronics
-Hi tech Facility
-Underground mining facility

Planet Area A (Hi-Tech District, Rich Area)
-Hi End Everything
-Scientist Facility
-Hi End Living Quarters
-Hospital
-Bank
-Electronics
-No Food store ( they have to travel or have a runner get food for the rich area )

Planet Area B ( Natives Land, Poor Area )
-Shanties / hobbels
-Bar
-Farms
-Sewers
-Factory
-Prision
-Diner ( part of farms )

___________________________________________________________

RP overview

There will be some interesting aspects to the RP also.

For 1 there will be seperate goverments for each area, with the Space Station being the 'Supream Goverening Entitiy'.

There will be local governements for the moon, and each district on the planet. They will have to rely heavly on trade, as only certain area's have medical and technology, and others have the food.

The mines on the moon will have a mineral that is needed for the factorys and hi tech facilitys, that without them their respective NPC's will shut down and they will be out of business until they have more.

It will provide more RP in the since of a global economy, and ensuring that all area's on both servers are heavly used.

There will also be the ability for each of the planet area's to raid each others Supply depot and steal their minerals, food, or weapons. If the planet can get a force stronge enough, either through alling themself with the other side, or just gaining numbers, they will be able to raid the moon, or even take over control of a differnt district on the planet.

The Space Staion will act as a Police Force globaly, but will not be concerned with the simple affairs of the planet ( robberies and simple things ). They will however patrol the factories and hi tech area's to protect their profits, and ensure the <insert sci-fi name here> will survive in the galexy.

I have recruited many people to help work on this.
-Custom modelers ( make a whole set of models, from natives to space station crew )
-Custom modelers ( map models )
-Custom Textures
-Custom skybox
-Custom Sounds and Music
-Help with RP Plot and Cannon
-Mapping help -General Ideas and support
-Testing Crew, bug finders

_____________________________________________________________

Some teasers of the work completed.(not all pictures are final product, some changes will still occure)

Engineering Deck on the Space Station
User posted image
Top of the military base on the planet map
User posted image
Some new models, and some reskins
User posted image
_______________________
Links to Project: Mobius

Website - http://projectmobius.biz.ly/

Forums - http://projectmobius.pforum.biz/forum.htm
Posted 16 years ago2008-08-15 15:46:25 UTC
in Prefab situation, setting up Hammer. Post #253817
3.4 is also in the SDK.

A link is on this site somewhere too.
Posted 16 years ago2008-08-14 08:29:57 UTC
in Problem with multi_manager and func_wall Post #253746
There is a int you can put in to tell it a respawn time.

In VHE 3.5 it is just labeled Respawn Time: (Time in seconds)

In VHE 3.4 you need to use Smart Edit and enter in

Key: respawntime
Value: (time in seconds)

but it sounds like some things wont respawn in CS, as per Mussleflash's post.
Posted 16 years ago2008-08-13 14:15:50 UTC
in My little train Post #253710
I have been trying to figure out the func_autotrackchange, but to no avail.

If anyone can figure this out I think this is the key to the problem.

I just can't seem to activate it. It is a brush based entitity that acts like a train elevator/rotator.

Check the entity guide on the forums for help, I am still playing with it too

[edit]

Thanks vulstar

that did the trick.

to recap:

Click the flag:

No Pitch (X-rot) - Limits rotation to the z plane, left and right only.
Posted 16 years ago2008-08-13 11:56:31 UTC
in My little train Post #253699
I am currently mapping something similar to this, and am having the same problem.

There are 2 sections of the map, 2 cities, connected by a subway train.

The cities are on different levels so that it will all fit in the map.

To clear up exactly what it is I am looking for:

Just like the opening sequence in HL1, seen in maps c0a0b and c0a0d, I am looking for a func_tracktrain that will turn on a level ground, and also go directly up and down without pivoting.

I know that using path_corners and a func_train will keep it level, but then it wont pivit at corners.

The example map still had the train do a nose dive at the cliff.

Also, does anyone know where the hl maps are located? I can't seem to find the bsp files to take apart to use as a guide.
Posted 16 years ago2008-08-13 11:41:47 UTC
in Problem with multi_manager and func_wall Post #253701
make sure the multithreaded flag is checked (in the multimanager) if you want it to repeat itself.