Forum posts

Posted 20 years ago2004-08-18 14:47:05 UTC
in Compo 5 resurrection? Post #51883
Why not run compo 5 again, since no-one entered the first time? Maybe someone will enter this time.
Posted 20 years ago2004-08-18 14:03:32 UTC
in OpenGL vs. Software Post #51872
OpenGL.
Posted 20 years ago2004-08-18 14:01:59 UTC
in Life Gear, previews and news Post #51870
You know you can make fake flashbangs (Thrown by grunts, not you). Email me if interested.
Posted 20 years ago2004-08-17 14:25:59 UTC
in Life Gear, previews and news Post #51619
Coolfat3459 wrote:
Weapon models I have chosen so far:
Does the word "chosen" mean that you didn't make them yourself, and that they were made by other people? Ask them first. Working security cameras sound nice, if you need any help with them, I can. I've made several in my time (Without coding).
Posted 20 years ago2004-08-17 14:23:03 UTC
in Hurricane! Post #51618
I'm sure there was a hurricane alex recently...
Posted 20 years ago2004-08-17 14:21:11 UTC
in Steam caused.... Post #51616
WON can't come back because it's crap. Steam forever!
Posted 20 years ago2004-08-16 13:15:40 UTC
in Hurricane! Post #51353
DON'T PANIC! DON'T PANIC! I'M NOT PANICKING!

Good luck...or has it passed?
If it was hurricane alex...BAD SEVENTH!
Posted 20 years ago2004-08-16 13:11:28 UTC
in Cool Catchie Catch phrases Post #51350
DON'T PANIC! DON'T PANIC!!!!!!!!!!!
Posted 20 years ago2004-08-16 13:10:19 UTC
in Jokes. Post #51349
Dear sir, I wish to complain in the strongest possible terms about the sketch you have just broadcast about people falling out of high buildings. I myself have worked all my life in such a building, and have never once...AAAAAAAAAAAAAAARRRRRRRRRGH!

Dear sir, I wish to complain about the song you have just broadcast about the lumberjack who wears women's clothes. Many of my best friends are lumberjacks, and only a few of them are transvestites. Yours sincerely, Brigadier Sir Charles Arthur Strong (Mrs)
Posted 20 years ago2004-08-16 09:39:15 UTC
in I nead space rocket help Post #51333
So it has a centre that a beam can start/finish at.
Posted 20 years ago2004-08-02 18:42:43 UTC
in CZ .fgd Post #47621
What about a deleted scenes fgd?
Posted 20 years ago2004-08-02 18:15:33 UTC
in Twhl is becoming concious again! Post #47619
It's improving, but it isn't sorted yet. Atom still needs to do his re-organisation of the site. I expect Andy'll probably do something as well.
Posted 20 years ago2004-08-01 16:14:57 UTC
in ERR....household electrics! Post #47400
Logic gates? I might have a look at my physics textbook sometime. I think it involves an OR or an AND gate. Maybe it's a NAND...I don't know.
Posted 20 years ago2004-08-01 16:13:32 UTC
in favorite hl hero or villian Post #47398
Friendly: Barney
Enemy: Barnabus (See Sven Co-op)

The Super-def gman is starting to look evil again. I have one I shouldn't have...I got it from a private place I didn't realise was private. I can't leak pics or anything, but it looks evil. Besli released one on HIT, but Ambient.Impact's (The private one) is amazing.
Posted 20 years ago2004-08-01 16:11:52 UTC
in Lambda Dam Post #47397
No, the coolant reservoir is underground. In Blue-Shift, you visit it to find a power cell. The coolant reservoir is under the prototype labs.
Posted 20 years ago2004-08-01 11:44:27 UTC
in CZ .fgd Post #47346
Good thinking...
Posted 20 years ago2004-08-01 06:51:06 UTC
in HELP PLZ!!!! I CANT MOVE Post #47317
The "In The Beginning" series of tutorials is excellent to get you started. Even though it is for HL, a lot of it works in CS as well.
Posted 20 years ago2004-08-01 06:50:01 UTC
in weird glass door problem Post #47315
Read the doors with glass tutorial...targetting the glass with the door will mean that it's triggered when the door has finished opening. Use a multi_manager instead.
Posted 20 years ago2004-08-01 06:48:21 UTC
in Doors Post #47314
As far as I know, you can't do a thing about that problem...
Posted 20 years ago2004-08-01 06:47:51 UTC
in my mod's training level is screwy! Post #47313
Floater: It's ..valvedllshl.dll, not ...valvedllshl.dll
Posted 20 years ago2004-08-01 06:45:49 UTC
in Monstermaker spawn grenades? Post #47312
Switch the env_explosion's flag "No damage" on, and use a trigger_hurt to injure the player.

Anthony: env_damage doesn't exist
Posted 20 years ago2004-08-01 06:43:42 UTC
in leaf questions Post #47311
TWHL has a glossary anyway, in case you want to know the meaning of any of these terms.
Posted 20 years ago2004-08-01 06:42:36 UTC
in !Sounds For Scientists! Post #47310
Use sentences don't work for predisaster monsters though...I don't think they do anyway.

Yep, that is right Vassy... If you have the PreDisaster Flag checked, sentences will not work.(ed:Andy)
Posted 20 years ago2004-08-01 06:41:02 UTC
in CZ .fgd Post #47309
Is there an .fgd for Condition Zero, and Condition Zero: Deleted scenes?
Posted 20 years ago2004-08-01 06:36:22 UTC
in Items/moving monsters dont carry over Post #47308
There is a tutorial:
http://cariad.co.za/twhl/tutorial.php?id=53

It's easy enough to figure out how to make the monsters move to the scripted_sequences, once you know how to use them.
Posted 20 years ago2004-08-01 06:26:33 UTC
in ToDo Post #47306
Quite agree. Let's wait for Andy and atom to do what they want.
Posted 20 years ago2004-07-31 18:35:48 UTC
in Choosing different model bodies. Post #47205
You can change heads/skins by turning smartedit off and typing skin/body, with values from 0 to anything above. Note that if you do this on grunts, the new settings (except skins) will screw up if you have the grunts in squads. They must be independent.
Posted 20 years ago2004-07-31 18:31:26 UTC
in Monstermaker spawn grenades? Post #47203
Yes, it should work. I don't know how monster_handgrenade works, but I imagine it explodes a few seconds after it spawns. Depends if you want active grenades, or grenades you can pick up. I imagine both would work.
Posted 20 years ago2004-07-31 18:29:56 UTC
in Items/moving monsters dont carry over Post #47202
As far as I know, a trigger_transition is only to create an area which a transition can be triggered in, but won't happen the moment you step in. You can't make the grunt continue moving in the next map, he will be carried over, but only monsters are carried over, not paths/weapons/ammo etc. Also, the grunt is unable to follow the paths again in the previous map, because he only targets the path_corners when he is spawned. When carried over, he has no paths to follow (They aren't carried over), and when is carried back, he won't target the paths again. However, you could use scripted_sequences to make him move instead.
Posted 20 years ago2004-07-31 18:25:18 UTC
in leaf questions Post #47200
You don't really need to know a thing about leaves, unless you get something like the MAX_LEAF_FACES error, and the leaf errors are pretty much all explained on Tommy14's site (See ministeve's post above).
Posted 20 years ago2004-07-31 18:24:01 UTC
in hl .fgd in cs?? Post #47199
Monsters never work in multiplayer games, so they won't work in CS. All the original HL weapons work in CS, but nothing else that is in the HL fgd and not in the CS fgd will work, as far as I know.
Posted 20 years ago2004-07-31 18:22:25 UTC
in Adding Models Post #47198
There is no cycler in CS. You have to use cycler_sprite. To do it, enter the following into the "Sprite name" field of the cycler_sprite (I'll call the car model "car.mdl" jn this example):

models/car.mdl

Make sure car.mdl is in the cstrike/models folder.
Posted 20 years ago2004-07-31 18:18:09 UTC
in cycler_sprite = models? Post #47196
Here's the problem:

You put in the sprite/model field "cstrike/models/chevvy.mdl" (Without the quotes). You only need to put in "models/chevvy.mdl". Same applies to all sprites, sounds, and models.
Posted 20 years ago2004-07-31 06:44:39 UTC
in Monsters WILL NOT move (spirit) Post #47037
Monsters can't follow path_corners if they have names...I don't know if this still applies in Spirit or not.
Posted 20 years ago2004-07-31 06:42:47 UTC
in switch sound cause crash Post #47036
Why a train? I thought he was having a problem with a button.
Posted 20 years ago2004-07-31 06:40:24 UTC
in ambient_generic wont loop Post #47035
Some sounds just can't loop...it's a setting in the wav's properties, I have no idea how to change it.
Posted 20 years ago2004-07-31 06:39:18 UTC
in Another compo please Post #47034
It'll be sometime this weekend IE: Today until the end of tomorrow. Then we scream. Actually, I'd wait until Monday.
Posted 20 years ago2004-07-31 06:38:12 UTC
in ToDo Post #47033
I would trust Chow as a mod. I would also trust myself. I've been here longer ;)
Posted 20 years ago2004-07-30 15:45:37 UTC
in Swinging Rope Post #46810
Lol, prickly pimple...BL, I suggest you try experimenting with Spirit of HL.
Posted 20 years ago2004-07-30 13:44:14 UTC
in Swinging Rope Post #46762
I suppose you can do it with Spirit as well...have a func_ladder MoveWith a func_pendulum.
Posted 20 years ago2004-07-30 13:42:04 UTC
in Textures outside map Post #46761
What's BEVEL?
Posted 20 years ago2004-07-30 13:40:57 UTC
in Monsters WILL NOT move (spirit) Post #46760
It's not a replacement for Half-Life...it's a separate mod. I'm making Half-Life: Donuts with Spirit.
Posted 20 years ago2004-07-30 13:38:53 UTC
in health charger and cs Post #46759
Interestingly, so do all of the old HL weapons. Simply make the map for HL with the weapons, then load it up in Hammer, with the mod as CS, map for CS instead of HL, but leave in all the weapons, compile, and they will work!
Posted 20 years ago2004-07-30 13:36:30 UTC
in More stealth help please Post #46757
Life gear???
Posted 20 years ago2004-07-30 13:32:00 UTC
in black mesa's profile Post #46755
No, the gman and administrator are two different people. It's weird, but in HL2, Valve said you get to meet the administrator. It would make a lot more sense if it WAS gman though.
Posted 20 years ago2004-07-30 13:24:53 UTC
in More stealth help please Post #46753
Set it to killtarget the field of vision? I don't know...upload to the problem vault, and if I have time, I'll have a look.
Posted 20 years ago2004-07-30 13:23:19 UTC
in How to make a walk through wall.... Post #46752
To trigger the sound every time a monster spawns, set the "Fire on spawn" property of the monstermaker to the name of the ambient_generic.
Posted 20 years ago2004-07-30 09:53:59 UTC
in Another compo please Post #46696
Well, he's not exactly mysterious...he just hardly ever appears. But I think he should start judging again.
Posted 20 years ago2004-07-30 06:17:32 UTC
in Another compo please Post #46615
Good luck Floater...I'm going to slaughter you all. Muhahahaha!
Posted 20 years ago2004-07-29 14:38:30 UTC
in Tilting Trains Post #46424
Make sure you give it an origin brush as well, otherwise it can't rotate.