Forum posts

Posted 18 years ago2006-03-28 03:12:36 UTC
in HOW to Duplicate entities with different Post #171250
http://home.arcor.de/ddkto_de/

you can find the counter there. I just want a copy of it in one single map for some amout. for example 10....

take a look
Posted 18 years ago2006-03-27 20:34:00 UTC
in HOW to Duplicate entities with different Post #171220
Hello, I've tryed anything but it doesn't work. I am using KZ's timer from the jumping levels. I copied the timer and used it in to a map. Then when i go in to another map (trigger_changelevel) the timer is not working any more. That is why i renamed all the triggers and multisources. BUT now i want to put more than one clock in to a level. When i do that none of the two clocks work. when i delete one of them everything is normal. How can i duplicate everything for example 10 times (10 clocks) and i have a change of every entity name in the group???

pls help
Posted 18 years ago2006-02-27 17:14:09 UTC
in Error when trigger_levelchange !!?! Post #165395
Captain P rule all! Thank you! Captain P - good, wad - bad!

:nuke:
Posted 18 years ago2006-02-27 13:27:25 UTC
in Error when trigger_levelchange !!?! Post #165349
Is there another level to transport the player from one level to another ?
Posted 18 years ago2006-02-27 13:10:30 UTC
in Error when trigger_levelchange !!?! Post #165345
I've tryed with some old Zoner tools here is the log, an btw it Crashesh again with same error!!!

..............
...............

** Executing...
** Command: H:USBHLNEWS~1ZHLT25~1hlcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: H:USBHLNEWS~1ZHLT25~1hlcsg.exe H:GamescsMazemapsmaze1
Entering H:GamescsMazemapsmaze1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...30%...50%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.48 seconds)

Using Wadfile: gamescsvalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: gamescsvalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gamescsvalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gamescsvalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: gamescsvalvehalflife.wad
  • Contains 11 used textures, 91.67 percent of map (3116 textures in wad)
Using Wadfile: gamescsvalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gamescsvalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: gamescsvalvespraypaint.wad
  • Contains 1 used texture, 8.33 percent of map (14 textures in wad)
Using Wadfile: gamescsvalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 9 additional animating textures.
Texture usage is at 0.15 mb (of 4.00 mb MAX)
1.00 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: H:USBHLNEWS~1ZHLT25~1hlbsp.exe
** Parameters: "H:GamescsMazemapsmaze1"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: H:USBHLNEWS~1ZHLT25~1hlbsp.exe H:GamescsMazemapsmaze1

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'H:GamescsMazemapsmaze1.prt'
1.14 seconds elapsed

--- END hlbsp ---
Posted 18 years ago2006-02-27 12:57:50 UTC
in Error when trigger_levelchange !!?! Post #165341
ok, It is not from the Leak, i've fixed it and again a crash.... it is not from my map. I've tried the tutorial map for trigger_changelevel also crashed...

shit ?????????????????????? :furious:
Posted 18 years ago2006-02-27 12:41:27 UTC
in Error when trigger_levelchange !!?! Post #165339
ok, how should I fix the zoner tools config ?

the paths are alright!!!

H:Gamescszhlt34x86finalhlcsg.exe

and so long....
Posted 18 years ago2006-02-27 11:55:55 UTC
in Error when trigger_levelchange !!?! Post #165328
No, they are not :|

I've tried with Zoners, and with the default???

Captain P, will you help me with some C++ coding?
Posted 18 years ago2006-02-27 11:53:48 UTC
in Error when trigger_levelchange !!?! Post #165326
WHAT PROBLEM?
Posted 18 years ago2006-02-27 11:43:09 UTC
in Error when trigger_levelchange !!?! Post #165322
the thing is that there is something wrong with these ZOner tools. They don't create a bsp file,

log:

** Executing...
** Command: Change Directory
** Parameters: H:Gamescs

** Executing...
** Command: Copy File
** Parameters: "bla bla bala.blaa....

** Executing...
** Command: H:Gameshlcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

** Executing...
** Command: H:Gameshlbsp.exe
** Parameters: "H:GamescsMazemapsmaze1"

and BTW could this leak be the only problem ?
Posted 18 years ago2006-02-27 11:25:47 UTC
in Error when trigger_levelchange !!?! Post #165318
The entity setup is the easyest one. I have a trigger_changelevel at the end of my first level, and I have a info_landmark at the begining of the second level. That's it. No flags on.

the log is this one, from the first level.

** Executing...
** Command: Change Directory
** Parameters: H:Gamescs

** Executing...
** Command: Copy File
** Parameters: bla bla bla.......

** Executing...
** Command: H:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering H:GamescsMazemapsmaze1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: gamescsvalvecached.wad
Using WAD File: gamescsvalvedecals.wad
Using WAD File: gamescsvalvefonts.wad
Using WAD File: gamescsvalvegfx.wad
Using WAD File: gamescsvalvehalflife.wad
Using WAD File: gamescsvalveliquids.wad
Using WAD File: gamescsvalvepldecal.wad
Using WAD File: gamescsvalvespraypaint.wad
Using WAD File: gamescsvalvexeno.wad
added 9 additional animating textures.
1 seconds elapsed
** Executing...
** Command: H:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "H:GamescsMazemapsmaze1"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
0 seconds elapsed
Posted 18 years ago2006-02-27 11:03:04 UTC
in Error when trigger_levelchange !!?! Post #165315
Hi guys, I can't make this simple thing working. I am making a simple trigger_levelchange and the game always crashes and gives this error.

Half-Life: hl.exe - Application Error

The instruction at "0x0b4d640a" referenced memory at "0x0032746e". The memory could not be "read".

???
Posted 18 years ago2006-02-26 14:29:29 UTC
in could not link client.dll function HUD_P Post #165164
never mind, I've fixed it. The problem was that my SDK was older than my HL update..
Posted 18 years ago2006-02-25 17:10:47 UTC
in could not link client.dll function HUD_P Post #165027
Hi, I've set up the HL1 SDK in MS Visual C++ compiled the default without any changes and there is aways an error when I start new game or multyplayer.

could not link client.dll function HUD_PlayerMove

My HL1 version is v.46 1.1.1.0
Posted 18 years ago2006-02-24 12:05:59 UTC
in General explanation of HL1 coding :help! Post #164809
Hello guys! Thank you verry much! I'll get in a few days MS Visual Studio C++ and start coding. It doesn't seem so hard any way I have some experience in paskal,java and php.

Saco thanks for the link is verry usefull!

Captain P, I will do that but how can I assign a object to act as a code trigger or somth. Like , can I code in to the shotgun for example start counting from start of the game, when picked up stop counting time and write that in to a file.txt ? And some time after, another event will happen and I want it to be logged in the same file, will it be overwritten, or can I use tables ?

thanks
Posted 18 years ago2006-02-22 14:33:42 UTC
in B&W blood problem Post #164517
NO STEAM!!!!!

what is won ?
Posted 18 years ago2006-02-22 12:31:04 UTC
in General explanation of HL1 coding :help! Post #164480
Hello,

I am new to the HL coding. I've just finished some maps but now I have to deal with the hardest part - coding. My aim is to create timer and after each map finished to log out in a text document this time (time till object picked, time till the end of the game).

So, please tell me how to start and what would be best. I have the HL1 SDK, AMX mod program...and I will donwload whatever it takes to make it :) But I don't know what to do now? How to start coding. How to compile, where...and so long. Just tell me a simple "todo" or tutorials... thank you!

Or if you've already worked on something like log output this would be great.

Thank you all in advance.... :lol:
Posted 18 years ago2006-02-21 22:15:54 UTC
in B&W blood problem Post #164358
no, valve
Posted 18 years ago2006-02-21 19:25:25 UTC
in B&W blood problem Post #164335
So ANY IDEAS about why the blood come out black and white ????
Posted 18 years ago2006-02-21 18:23:01 UTC
in Disable Mouse Post #164326
Programing sux...

thaks for the answer ;)
Posted 18 years ago2006-02-21 18:22:08 UTC
in Tough question! Post #164325
Thank YOUUU!!!

You are genius! You should be a content contributor :lol:

that is great!
Posted 18 years ago2006-02-21 16:39:03 UTC
in Disable Mouse Post #164310
Anyone knows how to disable mouse at all. I want to creat a oldschool mod with just keyboard arrows. Any idea? And please answer to my previous question - "Tough question!"
Posted 18 years ago2006-02-21 09:46:07 UTC
in Tough question! Post #164235
that is crap! I thougth I did it but no. So the question is still open. I don't want to make it like you did in your map. Yes the same but not where I go trough something that opens the door , i want the cop to be standing near me and when i have the card/suit and I press Use key he will open the door ??????
Posted 18 years ago2006-02-20 17:04:15 UTC
in Easy,Normal,Difficult-different start Post #164125
yes I have it but my question was about the Graphical User Interface, any Ideas how can I choose between three maps ? (except create game in multiplayer :))
Posted 18 years ago2006-02-20 17:02:53 UTC
in B&W blood problem Post #164124
No, in-game are B&W and do not leave a splash of blood. I don't see any decals in-editor?what:)?

And Elon, thanx I did it with env_shooter
Posted 18 years ago2006-02-20 16:08:21 UTC
in Tough question! Post #164113
hey, thanks, I did it!!! I combined it with a master. When I took the gun, it activated a master with a button. Then when I used the cop, he targeted to the button (hidden somewhere) (with master activated after i've taken the gun). The button then activates what i want to be done....

i am confused myself, sorry for my english :)
Posted 18 years ago2006-02-20 15:41:19 UTC
in Tough question! Post #164107
This is really difficult. Here it is:

There is a weapon somewhere.A shotgun for example. There is a barney that is standing in your way. If you go and "use" him without the gun he will not let u troug. If you have taken the shotgun and go to barney and press the use key on him he will step back.

I did it with a trigger_multiple but I don't want it happening when you go near barney I want it when you "use" barney
Posted 18 years ago2006-02-20 15:23:36 UTC
in Easy,Normal,Difficult-different start Post #164105
OK, then how can I make a UI with that option that I can choose from three different maps to run ?!

and what is that with Spirit? the UI is the same as HL! ?
Posted 18 years ago2006-02-20 13:34:21 UTC
in Easy,Normal,Difficult-different start Post #164086
Hello,

When you go to NEW GAME then you have to choose:

Is it possible to assign to Easy - map1.bsp, to Normal - map2.bsp and to Difficult - map3.bsp ????

It really would be nice if I can do that!!!
Posted 18 years ago2006-02-20 12:42:13 UTC
in B&W blood problem Post #164074
The env_blood is springing black and white peaces ? Why isn't it red? Also the sprite thing doesn't work. (leave a red splash ...)

basicaly I want to create a lot of blood when I kill one thing...

also does someone know how can i create falling bones or somth. ?

edit: I am using zoners tools zhlt253-17 for compiling
Posted 18 years ago2006-02-19 14:02:12 UTC
in How can I place an empty gun on ground? Post #163965
So no empty guns are possible ???
Posted 18 years ago2006-02-19 14:01:38 UTC
in teleport question Post #163964
It worked, but I also don't want barney to speak! Something is wrong with him, the Gag option does not work. Coud it be because of the scripted_sequence i've put to make him idle (stand like guard)???
Posted 18 years ago2006-02-19 10:08:56 UTC
in teleport question Post #163946
something is wrong with the teleport. he isn't teleporting wright away, or not always...dam! I'll try the kill target now....
Posted 18 years ago2006-02-19 08:51:04 UTC
in teleport question Post #163930
Posted 18 years ago2006-02-19 06:18:37 UTC
in How can I place an empty gun on ground? Post #163923
Could I :) ? Where is that Code list or somth ?
Posted 18 years ago2006-02-19 00:30:54 UTC
in How can I place an empty gun on ground? Post #163909
YES, I know that, I am asking how to get rid of the bullets in the gun once picked up. For example I've just changed the shotgun with a box but I don't want the box to shoot.
Posted 18 years ago2006-02-19 00:28:23 UTC
in teleport question Post #163908
I want to get rid of barney, so I figured out that I can teleport him to a spot somewhere outside the map. If you have better suggestions please :)

I wanted fade out and dissapear but I don't have an idea how to make it.

The xen flies, I ment those in HL1 when you are in xen and have to relese them to open a teleport in a somekind of a chamber....
Posted 18 years ago2006-02-18 21:57:32 UTC
in teleport question Post #163899
Well, I did fixed it a little. The cop teleports ,after I've passed the trigger area he still stays,but after I go and wait a second near him then he teleports ??? I've tried with sizes of aaatriger ...what is wrong ?

The question still remains for the Xen flies :)
Posted 18 years ago2006-02-18 21:06:24 UTC
in teleport question Post #163893
Hi again, I want to teleport a cop (barney) to a certain location...

So, the idea is that I have a trigger_multiple, multisource, multimanager and barney.

When I go through a sertain area (trigger multiple, or a button) the multimanager will be triggered and will triger a few things as well as the multisource which will trigger the teleport. The cop is standing on top of the trigger_teleport all the time. So when I execute that every time the cop is already teleported ?

help ?

p.s. and also what is the name of the yellow Xen flies can I put them on map any way ?
Posted 18 years ago2006-02-18 20:54:20 UTC
in How can I place an empty gun on ground? Post #163891
No, i think you didn't understood me. Sorry about that. I will modify the v_shotgun with 3ds max and transform it to a box for example. And I just don't want to pick up the "box" with the default bullets in it like you would pick up a shotgun. And so I don't want the "box" to have bullets when picked.
Posted 18 years ago2006-02-18 17:39:47 UTC
in How can I place an empty gun on ground? Post #163869
Hello, I want to have an empty gun on the ground for my mod. I want to make different objects instead of guns but I don't want to can be shot with them , I don't know any programing so this would be easyest.

HELP !!!
Posted 18 years ago2006-01-31 10:05:56 UTC
in Weapon Modeling help Post #160697
hi, I wan't to make a custom weapons for a mod I'm making but I don't know how to change the ammo too. I am pro with 3ds Max and I can make a electroshock but how do I make the damage and shooting anim. and stuff....
Posted 18 years ago2006-01-31 10:03:59 UTC
in How can i place a timer onscreen Post #160696
Yes monkey, but I don't want to get in to the programing. I tryed AMX mod but can't seem to make it run on valve (HL1) only runs on CS... and also it's HARD :)

... i don't know...
Posted 18 years ago2006-01-30 11:29:07 UTC
in How can i place a timer onscreen Post #160488
Hi, I want to create a timer that is shown on the screen counting from 00:00:00 til the end of the level like 00:03:59 and if possible to log it out in a file

Half Life 1 version

help
Posted 18 years ago2006-01-27 09:25:01 UTC
in How can I represent MAGIC FX Post #159790
Hi, I want to make somewhat of a magi in HL1. I want to find a magic stic and then when I go to Barney for example, and press the use key he will transform in to something else for example a bird (those flying butterflyes in Xen...)

I tryed it with a trigger field. When I have the item and when i go near Barney it will triger him to dissapear and something else would appear in his place or somth. Well no luck so far..

So please help! Any ideas will do....
Posted 18 years ago2006-01-24 18:31:46 UTC
in How to get output file from HL Post #159396
10x anyways can I at least make a game counter shown in game, like in CS but not downloards, just counting till the end of the game..."?
Posted 18 years ago2006-01-24 10:28:48 UTC
in How to get output file from HL Post #159338
I want to get a output file for example log.txt after a level was finished. For example how much time was needed to complete the level!!!

please help :quizzical:
Posted 18 years ago2006-01-24 10:25:05 UTC
in Hammer Entity tool doesn't work Post #159336
Hey, my hammer entity tool desn't work!! When I click on a new entitiy and then to choose from class and nothing appears - empty list. Also the Flags tab is empty??? Tryed to reinstall Hammer 3.4 and doesn't change....

HELP!!! :aggrieved:
Posted 18 years ago2006-01-23 12:48:20 UTC
in How to get LOG OUTPUT Post #159211
10x,

I am not scared of the custom code, but I just can't find any tutorials how to do something like that. If you/someone can give me some URL about things like this it would be verry helpfull. 10x in advance :
Posted 18 years ago2006-01-23 12:33:06 UTC
in How to get LOG OUTPUT Post #159206
HI,

I want to print/make output log in the end of a level. For example a time needed to complete the map which is stored in a log.txt after the end ofthe level.

ALSO
I want to make a timer in the game that can be showed in the game and can be switched off...

HELP Please!!! :nuts: