Forum posts

Posted 20 years ago2004-08-13 09:00:26 UTC
in monster_human_grunt Post #50619
I'm making some scripted sequences & other scripted stuff.
Posted 20 years ago2004-08-13 08:39:22 UTC
in monster_human_grunt Post #50607
I think I'll sort the problem out myself actually, but thanks anyway.
Posted 20 years ago2004-08-13 08:25:39 UTC
in monster_human_grunt Post #50597
The brush that I think is in the line between grunt1 & info_player_start has a width of 32 units, except it's width at either end is 16 units.

It looks like this:

. .
<->
16 units
.  .
<--->
32 units

where the dots are vertices. Does that make sense?
Posted 20 years ago2004-08-13 07:40:06 UTC
in monster_human_grunt Post #50591
Consider this:

key: m = info_player_start
+ = solids
  • = func_door
[ = grunt1 (monster_human_grunt)

[
++++-++++
m
As soon as I spawn, grunt1 shouts "we have hostiles" or something else, which means grunt1 can see me through brushes.
Posted 20 years ago2004-08-13 06:53:57 UTC
in monster_human_grunt Post #50578
Can this entity see through walls?
Posted 20 years ago2004-08-13 05:21:15 UTC
in Counter Strike 1.6 AND bots Post #50559
does zbot work with 1.5? I mean without coding & everything.
Posted 20 years ago2004-08-13 04:13:16 UTC
in ToDo Post #50542
I got an idea of a real minor improvement that could be made to this site. In threads that have > 1 page, you could put the page numbers of the thread underneath so that people can access any page number from the thread without going into the thread first. If you're confused, check this out:

"//" & "*/whatever*/" indicate comments.

The way the site is like now
ToDo //thread name

The way the site could look like with my input
ToDo [1,2,3...] // [page numbers]

Was that clear to everyone?
Posted 20 years ago2004-08-12 00:58:28 UTC
in TWHL SHOULD BE #1!!!!! Post #50288
What are the text signs for?
Posted 20 years ago2004-08-12 00:48:22 UTC
in Counter Strike 1.6 AND bots Post #50286
realbot works for 1.6. Just google "realbot" & go to the bots united website. I think joebot works for 1.6 as well (on the bots united website too).
whats a bot?
Just in case that was a serious question, a bot is a computer-controlled player that plays in multiplayer games. Eg. a bot for counter-strike (a mod for hl) is e[pod]-bot.
Posted 20 years ago2004-08-12 00:44:53 UTC
in What's the worst things... Post #50285
I got a worse thing comment to make. Ages ago I tripped over my brother's shoe when I was running & the toe on the very outside edge of my right foot was bent 90 degrees to the right. A bone was broken in the process.
Posted 20 years ago2004-08-11 04:15:23 UTC
in What's the worst things... Post #50028
Doritos are a sort of crisp thing. 'Chips' for you yanks.
Yeah, that's what I thought he was referring to, but how can a dog die from getting it's head stuck in one!!? I think he means the chip got stuck in the dog's throat.
Posted 20 years ago2004-08-10 08:27:31 UTC
in What's the worst things... Post #49698
[quote]A refrigerator is like impossible to lift even for a body builder or some1 really strong.[quote]

Dunno about that one. What mass do you think your refrigerator has?

[quote]it got its head stuck in a dorito[quote]

What's a dorito?
Posted 20 years ago2004-08-08 05:21:30 UTC
in Check out my new Site! Post #48961
Foxfire, your site has got nothing or close to nothing.
Posted 20 years ago2004-08-08 04:25:50 UTC
in avatars Post #48953
Yeah I reckon that's a funny av foxfire. BTW Seventh, I read about anti-aliasing & after trying to manually anti-alias something it seems fun & worthwhile. Looking at a copy & pasted version of a page of my maths electronic textbook, though, my anti-alias attempt (with only one layer) looked quite basic indeed. :)
Posted 20 years ago2004-08-06 02:34:37 UTC
in avatars Post #48322
Actually rabid, I haven't really noticed much difference in picture quality when converting from .bmp to .jpeg. I am really just saying that any avatars I make in MS paint that are supposed to resemble objects in "real" life look very fake (cartoonish & pixellated even in .bmp). That's why I got my avatar from a wildlife page & saved it in paint rather than do it myself.
Posted 20 years ago2004-08-05 00:37:56 UTC
in avatars Post #48016
How do I make non-pixellated looking images in MS paint? Is this possible?
Posted 20 years ago2004-08-01 00:33:02 UTC
in bad surface extents Post #47289
It's okay i found the problem coolfat.
Posted 20 years ago2004-08-01 00:31:28 UTC
in Doors Post #47288
The doors tutorial doesn't explain yaw, roll, or pitch, explaining these are advanced tools that are not of much use in doors.
Posted 20 years ago2004-07-31 07:20:27 UTC
in Calling all C++ programers!(not just HL) Post #47051
Yeah I know what Java is but not necessarily javacode.
Posted 20 years ago2004-07-31 07:19:34 UTC
in Tlax's example map Post #47050
Ow, yeah.. I just noticed that i put three of the bsp's in a subfolder in valve/maps. Btw how do I load a subfolder from the hl console? But i still have a problem! i am dead when i change levels from all_levels.bsp to level2.bsp.
Posted 20 years ago2004-07-31 07:13:40 UTC
in Calling all C++ programers!(not just HL) Post #47047
Either way, here is some javacode on how to do it .
What's javacode?
Posted 20 years ago2004-07-31 05:58:56 UTC
in Tlax's example map Post #47022
I did run the map normally in HL. I did double check that all the maps within the package had no errors in them (I got some to do with invalid textures), but no it didn't work.
Posted 20 years ago2004-07-31 05:55:47 UTC
in black mesa's profile Post #47020
what's IMO?
Posted 20 years ago2004-07-31 05:54:32 UTC
in avatars Post #47019
Guess what I used for my avatar... MS paint!!!!! lol!
Posted 20 years ago2004-07-31 04:42:24 UTC
in avatars Post #46999
Do people here tend to make their own avatars or get ones off the net?
For those that do make their own avatars, what programs do you use to make them?
Posted 20 years ago2004-07-31 04:37:30 UTC
in The HL story Post #46997
Half-Life 5
Hopefully they don't call it that. That should name it half-life: /*relevant name/*

Eg. half-life: opposing force
Posted 20 years ago2004-07-31 04:30:22 UTC
in black mesa's profile Post #46995
what the hell has gman got to do with the administrator of these forums!!!!!!!
Posted 20 years ago2004-07-31 03:55:33 UTC
in Calling all C++ programers!(not just HL) Post #46988
Check out the factorial example in section 2.3 of the cplusplus.com tutorial if you can't figure it out.
Posted 20 years ago2004-07-31 03:02:18 UTC
in coding. Post #46975
You might want to visit the c++ home forums to get extra info as well.
http://forums.cpp-home.com/
I am the member joyrider their.
Posted 20 years ago2004-07-31 02:59:32 UTC
in bad surface extents Post #46974
The error was caused by the frame of a door would you believe?!! :D
Posted 20 years ago2004-07-31 02:57:58 UTC
in coding. Post #46972
Thanks for that link to the tutorial hefsys.
That's okay BL. I also have some other stuff like a win 32 tutorial that might be of interest. Check this out:
http://winprog.org/tutorial/files/forgers-win32-tutorial.zip
Posted 20 years ago2004-07-31 02:49:18 UTC
in Tlax's example map Post #46969
I could not get your changelevel example map to work. All I changed from the package you distributed with it was all of the textures that were causing the error in all of the maps. However, when I compiled all_levels.rmf & ran it I got couldn't load level2 error. Any suggestions?
Posted 20 years ago2004-07-31 00:24:44 UTC
in bad surface extents Post #46949
it's okay i fixed it.
Posted 20 years ago2004-07-31 00:13:31 UTC
in bad surface extents Post #46943
read tommy 14's stuff on the error, no errors in hammer.
Posted 20 years ago2004-07-31 00:12:37 UTC
in bad surface extents Post #46941
BTW, is it easily possible to get a screenshot of a map that won't run?
Posted 20 years ago2004-07-31 00:07:04 UTC
in bad surface extents Post #46938
I can't figure out why I keep getting the bad surface extent error in my map "topside_short" (problem section of map vault). There isn't all that much sky, the textures are all fine (scale not too big), map isn't too big.
Posted 20 years ago2004-07-30 06:58:03 UTC
in How to make a walk through wall.... Post #46624
make a brush using the func_button entity that targets the monstermaker.
Posted 20 years ago2004-07-30 04:57:14 UTC
in black mesa's profile Post #46582
Can the administrator of these forums or someone else high up delete black mesa's profile? I was using that profile before but it stopped working so I changed.
Posted 20 years ago2004-07-30 04:28:21 UTC
in healthcharger texture (original hl text) Post #46578
Thanks captain p & rabidmonkey!
Posted 20 years ago2004-07-30 04:08:53 UTC
in healthcharger texture (original hl text) Post #46569
I know this is embarrassing but will anyone tell me how to get the healthcharger texture to look proper? The texture on my map is tranformed 90 degrees on the z axis from the way it's supposed to look (in the preview). The result is everything that should be on the left side of the texture is on the right side of the texture & the writing "FIRST AID" is displayed backwards.
Posted 20 years ago2004-07-30 04:00:35 UTC
in How to make a walk through wall.... Post #46566
Use the func_monsterclip entity somehow... that's all I know.
Posted 20 years ago2004-07-30 02:52:38 UTC
in disco lights Post #46554
Okay I have uploaded a map into the map vault's problem maps section.

//did anyone read this?
Posted 20 years ago2004-07-29 02:34:04 UTC
in sentences.txt Post #46245
The understanding problem I had was that a tutorial said the sentence name is on the far left & the corresponding wav file is on the same line and to the right.

The format above goes like this: HG_IDLE0 hgrunt/gr_idle1

HG_IDLE0 is the sentence name;
hgrunt/gr_idle1 is the wave filename;

The other example I had in the first post of this thread doesn't follow the above. What do the bracketed terms stand for?
Posted 20 years ago2004-07-29 02:18:14 UTC
in sentences.txt Post #46237
HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110)

Can someone translate this?
Posted 20 years ago2004-07-29 01:23:10 UTC
in disco lights Post #46222
Okay I have uploaded a map into the map vault's problem maps section. Here you can find out my exact problem. I want the lighting effects to be more complex than just running on the x or y axes.
Posted 20 years ago2004-07-28 04:53:56 UTC
in disco lights Post #45765
I tried to use func_rotating for both the projector and the beam, except the difficulty arising from that is a lack of control from the projector. Can someone tell me how to get good control out of the func_rotating entity, which I know little about?
Posted 20 years ago2004-07-28 04:48:16 UTC
in disco lights Post #45762
I guess the main problem I'm having now is that I want to use brush-based beams for the projector. however, I also want the control of the env_beam entity.
Posted 20 years ago2004-07-28 03:50:10 UTC
in disco lights Post #45750
I'm a bit confused what you mean by monitors...do you mean something like a projector?
Monitor, projector same difference... I meant a projector.
It's really your choice what to use....the only difference between env_beam and env_laser is that the laser does damage, so only use it if the player gets hurt when he goes through it.
Actually both env_beam and env_laser can do the player damage but neither of them have to. According to one of the tutorials on this site called about lasers, the env_beam can do everything env_laser can plus more.
Of course, you'll want a custom fade texture for green, red, etc.
what's a fade texture?
Posted 20 years ago2004-07-28 03:13:08 UTC
in disco lights Post #45746
I'm wondering how to make those monitors that send out four different colours (eg. red, green, blue, yellow). I am trying to get the monitor to project four beams so that the beams describe a circle or something similar right from the monitor to an object being projected to. Should I use the env_beam entity, the env_laser, a func_illusionary (like what Zombie Loffe did with the sunbeams) or something else for this?
Posted 20 years ago2004-07-28 02:09:07 UTC
in coding. Post #45740
Get the c++ tutorial I use here http://www.cplusplus.com/doc/