Forum posts

Posted 17 years ago2006-12-24 10:12:22 UTC
in general Questions Post #207397
A. It is in fact trial and error until you get it right. Use the Reverse Dir(ection), One Way, X axis, Y axis flags of the func_door_rotating until you got it right.

B. Browse my maps and you'll find an example map on that subject.

C. Use the env_beam entity for that. Take a look at the HL Entity Guide to see how to set it all up.

D. Its done with a trigger_hurt entity. Create a bruch with the AAATRIGGER texture and turn into a trigger_hurt. Again, check out the HL Entity Guide for its workings.

E. Uh... not really sure about that one, check for tutorials and the HL Entity Guide.

F. -

G. Entity Weapon Strip.

H. Read our tutorials.
Posted 17 years ago2006-12-24 09:56:06 UTC
in little help with buttons and lighting? Post #207395
Hmmm, yer right, env_glows don't have any flags. Env_sprites do, and they are pretty much the same. So use an env_sprite instead.

Keep in mind that:

When flag is named Start On,
checked = start on
unchecked = start off

When flag is named Start Off,
checked = start off
unchecked = start on
Posted 17 years ago2006-12-23 19:49:44 UTC
in RMVB converter Post #207335
Or this.

Biggest converter ever! And its all done via this website. No third party software installation needed.
Posted 17 years ago2006-12-23 18:34:56 UTC
in RMVB converter Post #207324
You may want to tell us what RMVB stands for...
Posted 17 years ago2006-12-23 12:44:00 UTC
in Now Playing: ... Post #207295
Dustwave - Anomalous Materials 6 (no really)
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-22 16:11:13 UTC
in little help with buttons and lighting? Post #207227
Goto its flags and check Start On.

C'mon, is it that hard?
Posted 17 years ago2006-12-22 09:59:49 UTC
in Need Compiler!! Post #207200
THe best piece of software to compile the HL SDK is Visual C++ 6.0. This is what Valve used to programm the game. And geuss what: it isn't free either. But, you're in luck.

Email me.
Posted 17 years ago2006-12-22 06:23:22 UTC
in little help with buttons and lighting? Post #207191
If you name the light and the sprite the same, they will both be triggered when the button targets them.
Posted 17 years ago2006-12-20 17:09:31 UTC
in Half life 1 Single platyer maps Post #207074
Thank you, Kasp. :)

Yeah, i don't think Valve cares when you use their SP maps.
Posted 17 years ago2006-12-20 12:59:33 UTC
in A few questions Post #207051
Use the edit button.

The sentences.txt file is located in the pak0.pak file. Use a pak browsing utility (PakScape) to get it. Its located in the sound folder.

You can get PakScape from my site.
Posted 17 years ago2006-12-20 12:49:30 UTC
in Half life 1 Single platyer maps Post #207049
You can't, unless you decompile the maps. That is decompiling the bsp back to .map so that they can be opened in Hammer. However, doing so completely makes the map uneditable. Decompiling is only usefull when you want to see how certain entity setups are done. Brushwork will be totally screwed up.

Also, decompiling maps and use stuff from it is considered stealing. Contact the author for permission first.
Posted 17 years ago2006-12-20 08:52:26 UTC
in HUD arms Post #207039
Take the p_, w_ and v_ models from your Blue Shift installation and copy them into the models folder of your modfolder. Like:

Half-Life/yourmod/models

When you start your mod, you'll have the Blue Shift arms.
Posted 17 years ago2006-12-19 09:11:17 UTC
in A few questions Post #206914
Posted 17 years ago2006-12-19 08:21:01 UTC
in A few questions Post #206910
1.

Use the Idle Animation property of the scripted_sequence. Fill in the name of the eating animation there. When you trigger the s_s, the animation specified in the Animation property will be played.

2. Have you actually added your new wav into the sentences.txt file?

3. Can't remember. :P

4. If you want a monster to trigger something, like opening a door for you, try this:
  • Create a brush with the AAATRIGGER texture and turn it into a trigger_once.
  • Goto its flags and check Monster and No Clients.
  • Go back to the properties and enter the name of the scripted_sequence that will make the scientist to perform his keypad animation sequence.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-18 08:21:38 UTC
in Other Half-Life Enemies Post #206737
Posted 17 years ago2006-12-18 06:43:28 UTC
in Mapmodels diseappering... Post #206732
Models eh? Use cyclers. Cycler_sprites are specifically made for sprites. Use env_sprites for sprites.
Posted 17 years ago2006-12-17 13:36:44 UTC
in Half-Life: Hostage Situation Post #206660
Thats peppers part.
Posted 17 years ago2006-12-15 15:39:08 UTC
in Weird problem! Post #206265
Posted 17 years ago2006-12-15 15:23:39 UTC
in Weird problem! Post #206262
Your map is too bright because you have a leak. Fix the leak.
Posted 17 years ago2006-12-15 14:24:37 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206249
You can also change the damge value of the ball in the cfg file:

// Controller
sk_controller_health1 "60"
sk_controller_health2 "60"
sk_controller_health3 "100"

sk_controller_dmgzap1 "15"
sk_controller_dmgzap2 "25"
sk_controller_dmgzap3 "35"

sk_controller_speedball1 "650"
sk_controller_speedball2 "800"
sk_controller_speedball3 "1000"

sk_controller_dmgball1 "3"
sk_controller_dmgball2 "4"
sk_controller_dmgball3 "5"

I don't know which controlls the deathball, but oh well.
Posted 17 years ago2006-12-15 10:34:11 UTC
in Half lifes maps Post #206221
My favorite part/episodes are:
  • Anomalous Materials
  • Unforeseen Consequences
  • Office Complex
  • Questionable Ethics
  • Lambda Core
Posted 17 years ago2006-12-15 10:06:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206213
If you remove the code that handles that homing-electric-ball, the controllers will never use that attack again.
Posted 17 years ago2006-12-14 06:29:52 UTC
in Help! its too bright! Post #206066
Have a look? At what? The problem? Can't have a look at the problem without the rmf file. If you want us to fix your problem, you need to upload the rmf file and upload it to the Problem Maps vault.

For the 24352th time: post the contents of your logfile. The logfile is located in the same directory as where you export your .map file. File extention is .log. If there's no log file, recompile.
Posted 17 years ago2006-12-13 15:05:07 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205991
Lol, too hard? :P You keep dying... :P

How the heck did you do that "zoom in" effect at level start? Spirit feature?

No subwoofer for me...
Posted 17 years ago2006-12-13 09:33:13 UTC
in Need help (texture bug??) Post #205960
Click the button labeled "TL" in the toolbar. When this is on, texture's on objects move with the object.

FYI: TL = Texture Lock.
Posted 17 years ago2006-12-13 08:22:29 UTC
in Now Playing: ... Post #205954
Whats so good about it then? :P
Posted 17 years ago2006-12-12 12:57:52 UTC
in Func_train to rotate on Y axis? Post #205887
...

!@#$% = crash. In other words: HL doesn't like it.

And yes, high resolution texture increase r_speeds a lot.
Posted 17 years ago2006-12-12 12:48:37 UTC
in Func_train to rotate on Y axis? Post #205884
Make the texture a 2000+x2000+ pixels and resize it in hammer to get a high-def map.
Please don't. It'll make your HL go !@#$%, if you get my meaning. 512*512 texture sizes are still supported by HL.
Posted 17 years ago2006-12-12 05:57:24 UTC
in Advanced Brushwork Mini-Compos Post #205862
Tetsu0: Pretty much, but my machine runs it just fine. :)

WC: those are all 16 sided cillinders.

Rowley: I just received a PM from Rimrook with tips to make it even look better.

So... neat!
Posted 17 years ago2006-12-11 18:40:21 UTC
in Advanced Brushwork Mini-Compos Post #205833
Little off topic, but remember our Lego minicompo?

I just put this together:

http://themightyatom.nl/screenshots/lego_map1.jpg
http://themightyatom.nl/screenshots/lego_map2.jpg
http://themightyatom.nl/screenshots/lego_map3.jpg

Yes, those are models, not brushes.

:D
Posted 17 years ago2006-12-11 06:47:05 UTC
in Half-Life: Hostage Situation Post #205754
Chapter 1 (one map by me) is also almost done... But there has been some trouble with chapter 2... Who was doing chapter 2 again? If that person can finish chapter 2, send it to me, so i can "glue" chapter 1 to chapter 2 with a trigger_changelevel. The same goes for chapter 3, 4, 5, etc. When i've received all the chapters, ill connect them with trigger_changelevels, do a full recompile on all maps and prepare it for release. The Hunter will receive the first build and he will eventually make the mod available to the public.

So the question is: Cancel HL:HS development or continue HL:HS development?

[Cancel HL:HS] [Continue HL:HS]

Think, then act. Don't act, then think.
Posted 17 years ago2006-12-10 09:36:09 UTC
in Half-Life: Hostage Situation Post #205680
Who would've thought Hunter would ever say something like that... :nuts:
Posted 17 years ago2006-12-08 13:16:36 UTC
in Muzz's HLDM Server Post #205504
Ok, ill remove crossfire. However, crossfire is the default startup map.
Posted 17 years ago2006-12-08 13:12:01 UTC
in Adding music? Post #205503
I believe Spirit allready has a mp3 playing entity. Ask Rim.
Posted 17 years ago2006-12-08 05:58:27 UTC
in Muzz's HLDM Server Post #205460
New server rules:
  • Impopulair maps will be removed from the server.
  • Wadinclude, or don't bother me with "Could you put this map on your server" questions.
-Try to limit custom content (custom content = longer download times)

Ill add undertow tonight.
How did you want MuzzleFlash to construct his sentence?
Something like: i had Apex_v2 on the server a while ago, but i removed it, sorry about that, Orpheus. Every time that map comes up, people leave. I know it is not your fault, TWHL just lacks the type of player needed for such maps
That is exactly my point.

@ Ansith: Freshnub never even finishes a map, but you do. So tell him to stop whining. :D:P
Posted 17 years ago2006-12-07 13:13:59 UTC
in Muzz's HLDM Server Post #205378
Who said:

Emperor Zurg: nub.
Emperor Zurg: I was typing :P
Emperor Zurg: muzz needs to get that typing mod
Emperor Zurg: when you type you get protection after 5 sec.
Emperor Zurg: ..
Emperor Zurg: wtf?


Sounds like Loffe. :P

Also, Internet at home finally works again! I just removed lost_technology and uploaded suspended. :)

Current mapcycle (as of december 7):

crossfire
dm_fugitive3b
dm_infested
warpcore
detention
n_mausoleum
pisobajov2
dm_stranded
oceanic
sol_arena
gungod
ancientpride
hexagerate
dm_control
zeromancer
moltengold
suspended

Have fun!
Posted 17 years ago2006-12-07 11:40:15 UTC
in Muzz's HLDM Server Post #205363
@ Muzz: can we set a precise time this weekend to playtest "suspended"?
If i have my internet back by then, yes. :)
Posted 17 years ago2006-12-07 11:01:05 UTC
in Kasperg Projects! Post #205356
What's Calhoun doing in moltengold? :P
Posted 17 years ago2006-12-07 09:25:41 UTC
in Now Playing: ... Post #205340
Jan Hammer - Crockett's Theme
Posted 17 years ago2006-12-07 08:26:36 UTC
in Muzz's HLDM Server Post #205334
Ill check it out.
Posted 17 years ago2006-12-07 08:24:16 UTC
in Textures Toolbar Are Disappear!!1 Post #205333
What about View ---> Screen Elements ---> Texture Bar. That should bring the texture window thingy back. I just tested.
Posted 17 years ago2006-12-07 07:30:32 UTC
in December 7th Post #205313
Posted 17 years ago2006-12-07 07:21:00 UTC
in Muzz's HLDM Server Post #205309
I know its your map, Orph. Im sorry. Perhaps another map?
Posted 17 years ago2006-12-07 07:12:53 UTC
in Muzz's HLDM Server Post #205307
:/

Crap. Ill have look in the server logfile to figure out which is map causing it. Then ill remove it.
Posted 17 years ago2006-12-07 06:17:41 UTC
in Advanced Brushwork Mini-Compos Post #205298
Omg it r teh returned! Neat! Im all for it!
I don't have many idea's at the moment, so...
Posted 17 years ago2006-12-07 06:12:29 UTC
in Adding music? Post #205296
FL: teh hard. :/
Reason 3: even teh harder. :/:/:/

Also, is this mod for vanilla HL or vanilla HL and Steam? If you're making it for Steam, i can code mp3 support for you (new point entity: trigger_playmp3). The only problem is, that this entity will only work in Steam HL, not vanilla HL.
Posted 17 years ago2006-12-07 06:06:12 UTC
in carving Post #205295
LOL!

Well there's your problem! :nuts:
Posted 17 years ago2006-12-07 06:05:20 UTC
in Muzz's HLDM Server Post #205294
First of all: Stop bitching about Rimrooks maps, FresheD, ktnx.

Dred: i had Apex_v2 on the server a while ago, but i removed it. Every time that map comes up, people leave. But ill put echo on as soon as i have internet back at home. The same goes for Kasperg's suspended. :)