Forum posts

Posted 19 years ago2005-10-03 02:34:47 UTC
in LAN multiplayer in CS:CZ Post #138898
P. S. I wanted to try CSTRIKE game within CS:CZ to see if it is possible to use CS:CZ bots there.
Posted 19 years ago2005-10-03 02:33:14 UTC
in LAN multiplayer in CS:CZ Post #138897
Hi Seventh-Monkey, I was not here before :))

It seems you're right. In CS:CZ, there are 3 games (in folders CZEROR, CZERO and CSTRIKE). First is SP campaing, the latter is CS 1.6, and CZERO is a game where you can create a custom game and play some CS maps as MP with built-in bots. I was wondering if it is possible to connect several human players to this game, and I did not find if it was possible :nuts:

Also, I wondered if it was possible to run CSTRIKE game from CS:CZ to play CS 1.6 MP game, because when I dun "czero.exe -game cstrike", it crashes as soon as I create a game.
Posted 19 years ago2005-09-30 10:20:08 UTC
in LAN multiplayer in CS:CZ Post #138395
Hi all, don't be angry, I'm new to CS:CZ ;)

My question is - how to organize a LAN multiplayer game in CS:CZ?

With "regular" CS, one of the players uses NEW GAME in the menu to create a server, others use FIND SERVER to connect to it via LAN.

In CS:CZ (if you run it with -game czero), you can play CS map campaign with bots, or you can create a CUSTOM GAME, that is a server?

How other LAN player can connect to it?
Posted 19 years ago2005-08-08 10:10:05 UTC
in game_team_master for CS Post #126723
game_team_master is told to work in both ways: as a team-related master and as a trigger relay.

To my experience, game_team_master does not work as a master at all, meaning that it allows its slaves to change their state regardles of what keys and values you put to game_team_master. I would really appreciate if somebody undeceives me in that conclusion.

Also, to my experience, game_team_master works as a trigger relay, but does not really distinguish teams. Again, I would be really pleased like to see a map that proves I'm wrong.

As a conclusion, I could not make this entity work as it is supposed to.

Will anybody bother to upload a .RMF where it works?
Posted 19 years ago2005-08-04 10:20:41 UTC
in More CS help :< Post #125887
Daubster: there is no problem to trigger the game_player_equip entities. It is a problem to make them team-specific.
Posted 19 years ago2005-08-04 04:14:03 UTC
in Freaky light triggering Post #125812
2 all who insists on texture lights

Thank you a lot, just tell me - is it possible to direct the light from light texture somewhere? If not, I cannot achieve what I want in my case, even the texture lights being nice, easy, comfortable, toggle-able, whatever.

BTW I did use light texture on my lamp to make the lamp texture glow, but I also want it's light to be directed, so I had to add light entities.

I did not use possibility to toggle light textures, because there is no use to do so: when the light-textured func_breakable breaks, it cannot display a texture any more, regardless you toggle it or not.

2 Unbreakable
I've checked your example, and this is approx. what I've also done, except I used multi_manager instead of using entities with the same name, because when the light is shot, I switch off the beam light, then in 0.1 sec I switch off the omnidirectional light. This gives more realistic effect of "slow extinguishing" a mercury lamp has. Also I put "explode magnitude" 10 to add more blast. Note that even using light textures, you use additional togglable light which you switch off when the lamp is shot.

If you wish, you could check the result that I use in my map awp_construction here: http://twhl.co.za/mapvault_map.php?id=3229
Posted 19 years ago2005-08-03 06:23:55 UTC
in Freaky light triggering Post #125607
2 SpaG
Thank you, but unfortunately light textures cannot do what I want.

Anyway, it works like I finally did it (with 4 internediate entities to control just 2 lights :lol: ) -- I just wanted to know if there any more simple way.
Posted 19 years ago2005-08-03 04:02:57 UTC
in Freaky light triggering Post #125570
I've recently encountered a strange (to me) thing.

I was trying to make a kinda breakable halogen lamp. To do so, I've done a box textured like broken lamp, then covered the front face with func_breakable textured as lit lamp.

I have used 2 lights: light_spot to create a beam (info_target used to direct it), and light to create a kind of halo in the vicinity of my lamp. In both lamps, "initialy dark" is OFF of course.

Then, func_breakable targets a trigger_relay, which targets a multi_manager, which targets both lights.

When I compiled this and shot the lamp, next round I was amazed, because light entity was on, but light_spot was off :o When I shot the lamp again, of course, it was toggled, so light entity went off, but the light_spot switched on.

Putting "trigger state" to OFF in the trigger_relay does not help. I thought maybe this OFF commang does not pass through the multi_manager well, so I tried to put it this way: func_breakable targets a multi_manager, which targets two trigger_relays (with trigger state OFF), which target the lights respectively. OK, this way the light_spot stopped turning ON when the lamp was shot, but it did not want to be ON next round either, while with the light entity there was no problem.

The only solution was (to me) to use additional trigger_relay named game_playerspawn with trigger state ON to switch on the light_spot.

Is this "normal" behavior of the light_spot entity? (again, with the light, there was no problem).
Posted 19 years ago2005-07-21 03:58:23 UTC
in Invisible Wall (Undesirable Effect) Post #122420
Err.. you did not say you don't want it shootable-through...
Posted 19 years ago2005-07-18 03:29:47 UTC
in Invisible Wall (Undesirable Effect) Post #121749
Did you try to use 2 clip brushes - one 20 units high standing on the floor(to prevent player just to walk over it) and another is hanging from the ceiling 90 units from the floor to prevent the player jump on the first clip brush. In the middle, there will be still nothing, so you can shoot through, and there is no sound or decals.
Posted 19 years ago2005-07-15 06:28:00 UTC
in Dead npc Post #120966
Sorry, I'm not in HL2 at all, I've added this link to the thread in HL1 forum just in case.
Posted 19 years ago2005-07-15 02:39:27 UTC
in Dead npc Post #120940
I've used a simple way for CS (http://twhl.co.za/forums.php?action=viewthread&str=dead+body&type=1&pg=1&id=5704)

I'm not very sure, but I believe this applies to HL2 also.