Forum posts

Posted 15 years ago2009-08-17 15:46:29 UTC
in Using killtarget? Post #272091
Okay what I want to achieve is four platforms, arranged like this

|--------| |--------| (TOP View)
| 1 | o | 2 |
|--------| |--------| with two platforms inside each other at 1 and 2

I want to have two buttons, one makes the platforms spin around the origin (o)to the left and one that makes it go to the right. This is the first time i have really ever used killtarget for something. I have two platforms tied to a func_rot named platrot1 and another two named platrot2 inside eachother as in the diagram. I have One button targetting a multimanager named platmm1 which triggers two func_doors. One door has its killtarget set to the second button, and the other has its killtarget as the other rot rotating platform.
The other button is vice versa. So I have two buttons which essentially remove the other button and the platform which they arent triggering. This works fine until the next round, the buttons and platforms are always gone. Do killtargets remove for the entire game or something? If they do is there another way for me to achieve what I am trying to?

Edit The text picture didn't work. . . hopefully you can understand what I mean from the description
Posted 15 years ago2008-12-24 21:14:45 UTC
in Omg! Sven Co-op 4.0B + They Hunger Co-op Post #260564
Haha nope, just played it. It's very. . odd. New skins look nice and the crowbar actually looks like a crowbar when its on the ground. I must be going so I didn't check out all too much, but it looks like a vast improvement. There's a scoped rifle type thing but otehr than that I didn't see any new weapons, but theres already a nice selection so that's not a problem imo. The graphics are like a cartoony version of source gfx, hard to explain. Just play it, especially if you havent played any version before, great game.
Posted 15 years ago2008-12-24 21:00:53 UTC
in Omg! Sven Co-op 4.0B + They Hunger Co-op Post #260560
O mah god, for any who haven't seen yet, released! Installing now, hopefully it's got alot of changes!http://www.svencoop.com/
Posted 15 years ago2008-12-20 01:49:33 UTC
in Looking for a cs fdg. Post #260328
Works fine now. Than yall for the help :D, i guess it was just the hammer I had downloaded (it was from some random site i found through google)
Posted 15 years ago2008-12-19 11:10:06 UTC
in Looking for a cs fdg. Post #260272
Arg! I tried it with the cs_expert-tom793_wc35 that Cptn. Terror linked too in the "root dir" of hammer which I assume is C:\Program Files\Valve Hammer Editor, and I have tried it in C:\Program Files\Valve Hammer Editor\fdg and it just won't freaking work. Is it possibly just the hammer I have?
Posted 15 years ago2008-12-15 17:39:20 UTC
in Looking for a cs fdg. Post #260018
I tried both of them, still only have coloured blocks to show ent's. I am using VHE 3.5 beta, which I think is what I used before. Any suggestions?
Posted 15 years ago2008-12-14 18:16:14 UTC
in Looking for a cs fdg. Post #259967
I recently formatted my computer and am trying to get VHE set up. I used to have a fdg that had sprites enabled for entities, like spawns, multisource etc... I have been to a bunch of sites but have had no success. A few sites I hoped would work just re-directed to Verc, which I think is where I originally got the fdg. If anybody knows somewhere that I can get the fdg, it would be delightful, thanks.
Posted 16 years ago2008-09-12 08:53:45 UTC
in removing a entitiy/brush Post #255212
I did, worked great. I haven't used env_render before, thanks Strider. Thanks for trying to help Habboi.
Posted 16 years ago2008-09-11 20:19:45 UTC
in removing a entitiy/brush Post #255200
because my set up is like this. I have stage lights with rotating lights (like in a rave). if you break the rafters the stage lights also break, therefore killing the lights. The problem is, they aren't lights. They are non solid cones as a func_rot. So I can't just turn them off.
Posted 16 years ago2008-09-11 20:09:20 UTC
in removing a entitiy/brush Post #255198
it isn't turning the light off, its completely removing it. hence the KILL target
Posted 16 years ago2008-09-11 19:48:47 UTC
in removing a entitiy/brush Post #255196
I want to have it so when my func_breakable breaks, the lights under it are removed. So I set the func_breakables target to a door outside my map, and then set the doors kill target to the light. This sort of worked, but next round the light was gone before I broke the func_breakable. Does anyone know away to do this, (I am going to have it remove more than one light).
Posted 16 years ago2008-08-21 18:28:47 UTC
in Possible looks into new updates for TF2 Post #254261
I was just watching the video on steam called Team Fortress 2 Trailer( the HD video) and got a glimpse into some pretty big changes. The scout had the snipers smg and the spy had what looked like a silenced pistol. Also it showed the Demoman with a few sticks of TNT, this had been rumoured for a while. If you haven't seen it, its a pretty quick download through steam. Just go to the TF2 buy page and in videos, its under Sandvich
Posted 16 years ago2008-08-21 18:15:32 UTC
in vehicle entity Post #254260
Hey, try this out. http://www.countermap2.com/Tutorials/tutorial5255.html?id=9
I think its one I used when i first wanted to make a vehicle. I will keep looking in my old bookmarks for any others though, goodluck
Posted 16 years ago2008-08-20 06:08:49 UTC
in A Heavy Update Post #254165
hooray for updates
User posted image
This is starting to get really annoying to play, especially when only you and one other guy are classes other than Heavy on a team of 10.
Posted 16 years ago2008-08-19 03:27:54 UTC
in VERC Revival Thread Post #254057
Well Penguinboy, Ant had said "That's pretty much the idea. There's no HL1 mapping sites left, except for the Snarkpit" and I figured that the existence of a helpful CS tut site would be semi relevant, or in the least a helpful link to any new mappers.
Posted 16 years ago2008-08-18 05:18:55 UTC
in VERC Revival Thread Post #253998
Just thought I would mention that http://www.countermap2.com/%20index.html has a few good tut's for 1.6, with pictures. Most tut's on it can be applied to HL as well as CS, counting out bomb/hostage maps.
Posted 16 years ago2008-08-14 16:07:56 UTC
in Problem with multi_manager and func_wall Post #253767
Im using vhe 3.5 and i dont have a Respawn Time variable option, and using smart edit didn't work.
Well, I hope this isn't true for the func_breakable, or I will have to make it only available for 1 use every round. Maybe I will add a large trigger hurt inside the room after it has been triggered once so no one can go inside. Thanks for trying to help.
Posted 16 years ago2008-08-14 05:00:50 UTC
in Problem with multi_manager and func_wall Post #253740
Okay multithread didn't work so I decided just to make it breakable and have the button break it, same effect pretty much, w/o the hassle. Thanks for the suggestion Don Punch.

Edit Does anyone know how to make a breakable respawn, I recall making one when i first started to play with VHE but can no longer remember whether this memory is true or not. Does anyone know how?*
Posted 16 years ago2008-08-12 19:13:37 UTC
in Problem with multi_manager and func_wall Post #253668
Okay so this is my set up.

I have a func_button named kaboombut
A env_explosion named kaboom
A func_wall_toggle named credits
A game_text named stfu
And a multi_manager named explodem

What I want is when a person presses kaboombut, it triggers the multimanager, which causes game text to appear on the persons screen in .2 secs, the func_wall_toggle to disappear revealing whats underneath it also in .2 secs, and the env_explosion to blow up 2 secs later.

This happens as I want it for the first round, but at the next round the func_wall_toggle is in its off position. I have tried changing variables and using trigger_auto but with no success. I figure the solution is most likely a very simple variable change which I have missed, so if anybody knows a solution to my problem, it would be appreciated,
Thanks
Posted 16 years ago2008-08-05 17:48:46 UTC
in Batch compiler Post #253352
Weird it works fine for me, just google Nems Batch Compiler, its the first one (Nems Tools)
Posted 16 years ago2008-08-05 16:16:17 UTC
in Batch compiler Post #253346
Well I use Nems batch compiler which I'm noticing is not favored around here. If you use Nems I can help (I think). Because umm yesterday actually, i figured out how to do this. while compiling in the csg tab (set up your parameters according to the tut on the site,) and at the top right check Wad File and set the directory in the space to your .wad. I think this is how you do it , good luck http://nemesis.thewavelength.net/index.php?c=32
Posted 16 years ago2008-08-05 05:19:22 UTC
in Your proudest or most shameful gaming mo Post #253325
Hey there, last night I experienced the most bs since i started gaming, in cs 1.6 on the map demo_derby2 i think, i hit a guy with a glock 10 times, and did 28 damage, he was far away but still how is that possible. After a long time ranting to my friend I realized it might be fun to post it here, and hear about your guys' most shameful or proud moments. btw my most proud are 700 some odd damage with a knife headshot strafing down the hill on ka_incline2 or surviving two awp hits, with like 2 hp left. btw these moments were with normal hp and stuff. okay so post your moments, and have screens if possible. [img]http://s180.photobucket.com/albums/x254/CactusJackManson/?action=view&current=OMFGHOW.jpg [/img]
Posted 16 years ago2008-08-04 19:38:32 UTC
in Some questions about wads Post #253316
Ok, I have hammer set to use the wad in hlserver/cstrike. My Server is running, and a friend just tried to join it, he was able to get the sounds and the bsp, but not the .wad. Could it have anything to do with the fact im compiling with Wad auto detect on(Nems)? Ive tried adding -wadinclude <C:\Program Files\Valve\HLServer\cstrike\W.wad> as an additional param in csg, but all it does is give me a compile error, Error: ReadSurfs (line 20241): 4849 > g_numplanes. This goes away if i don't use additional params. Any ideas?
Posted 16 years ago2008-08-04 17:52:04 UTC
in Some questions about wads Post #253313
Ok before I start asking, I know there's already topics about this sort of thing, I just want to get it flat down from when you start a map, Ok.

First off, does the wad location you use for hammer crucial? Because when I used sounds I noticed that if you didn't use sounds from cstrike/sound and used it from say your desktop, the person would not dl the sound. So does this matter in hammer?

If what I asked above is true, than if I am running a hlds server and I want a friend to play with me, would the .wad dir be better as valve\HLServer\cstrike or as "account"\counterstrike\cstrike

Also I read somewhere that declaring your wad in a .res file in your maps folder will tell the client to dl the extra .wad, is this true?

I had more questions, but I am not thinking too clearly atm, so i will add any additional ones I can think of. Thank you for reading, I hope you can help.
Posted 16 years ago2008-07-03 16:06:06 UTC
in Texturing a cylinder Post #252089
I have tried that, it doesn't work.If I could show the hypercam video you would see what I mean. But I found a short term solution, I re did my texture but reversed it, and used one for one side, and the other for back side. But I was going to make alot of bottles, so if someone could come up with something that doesn't result in a huge wad I would be grateful.
Posted 16 years ago2008-07-03 15:47:08 UTC
in Texturing a cylinder Post #252087
Okay, my problem is sort of hard to explain. I have a cylinder which I would like to texture with a beer label texture I have. But when I select two faces of it and apply the texture and fit it, it isn't right. BUT if I go to two of the sides on the back and do the same, it fits perfectly. And if I set it to world on the front one, it works but its backwards, as soon as its set to face it is off by a little. If you do not understand my problem, I have taken a hypercam recording, maybe that will help, but I am not sure where to upload a video onto TWHL.
Posted 16 years ago2008-06-11 19:56:09 UTC
in Valve hammer using EP1 tools Post #251148
or batch compiler, much easier to set parameters with, and it laggs less during a compile. Nems Batch Compiler give it a try.
Posted 16 years ago2008-06-11 16:08:50 UTC
in A problem with music. Post #251141
lol, I meant making textures in general. And last night I figured out how, WOOP!. Stupid 100 step tutorials only confused me, the one that showed me how was 4 steps ffs! damn I was stupid
Posted 16 years ago2008-06-11 01:27:22 UTC
in A problem with music. Post #251114
Worked great thank you alot! Now the trial of figuring out how to make textures, it seems like such a simple process but I find it so troublesome :(.
Posted 16 years ago2008-06-08 15:03:34 UTC
in A problem with music. Post #251036
"Give the door the following variables:
Target (target) : reset_manager"

"Give the door the following variables:
Name (targetname) : reset_manager
[create this value by clicking off "SmartEdit" and pressing "add"] (roundreset) : 1"

So the door is targeting itself?
Posted 16 years ago2008-06-08 04:15:43 UTC
in A problem with music. Post #251013
Actually I believe I have 7 songs, maybe 8. I have buttons that trigger them all separately and one plays at the start of the round thats correct. This is what I want.

What I get is all the songs playing at once at the start of a new round. But only one song is playing at the start of the first round, after that it all goes weird
Posted 16 years ago2008-06-07 13:56:36 UTC
in A problem with music. Post #251006
Yes this is for counter-strike. I've started alot of maps and not finished, but this one i want to finish. It's cs 1.6 as you prob guessed. How much more information should i give before you can help?
Posted 16 years ago2008-06-06 22:57:00 UTC
in A problem with music. Post #250996
HI I made a post before, but I didn't want to necropost so I started this new thread as I have made more recent developments.

In my map i have multiple songs, all triggered by buttons. I have one song that plays at the start and all the others are silent, but at the start of the next round all of them are playing at once. After searching around I think to get them to shut up I will have to use an auto_trigger. I have the target set to my ambience, and I have tried trigger state as Off,On, and Toggled. Every time the song is still playing with the others. Is there something I am missing? Any help appreciated thanks!.
Posted 16 years ago2008-04-23 17:28:11 UTC
in A problem with sounds mostly. Post #249117
Ok, so my map has approx 7 sounds, all triggered by separate buttons. All goes fine the first time I play the map, but as soon as a new round starts ALL of them are playing at once (I only have one set to play at start, all others have Start Silent checked). Also the elevator I have which works fine starts at the bottom floor first round, where I want it, but the top floor the second round. Any suggestions appreciated, btw this is cs 1.6 :)
Posted 16 years ago2008-01-22 18:14:23 UTC
in Buttons that activate other buttons. Post #244075
Actually Tetsu0 you were a big help. Trying your methods helped me gain an understanding of Daubster's method, so thanks!
Posted 16 years ago2008-01-22 01:32:01 UTC
in Text timer? Post #244006
Heres an "official time counter of kz maps" prefab. http://www.fpsbanana.com/prefabs/582

I don't know if it will help just figured it might be some use.
Posted 16 years ago2008-01-21 23:12:19 UTC
in Buttons that activate other buttons. Post #244000
Thanks, this worked great. I was even able to throw another button into the mix.Thanks to everyone who helped :D

p.s I don't know how these forums are modded so just incase, please dont delete this thread as I may need it again soon.
Posted 16 years ago2008-01-21 03:04:47 UTC
in Buttons that activate other buttons. Post #243935
I did that, now the door opens when i walk at it whether i hit the buttons or not. I think my multisource is always on or something, but i dont see any off flags? That's the only problem i can see. Is there a way to have a multisource off?
Posted 16 years ago2008-01-20 22:40:24 UTC
in Buttons that activate other buttons. Post #243921
Ty for tips.

So I have 3 buttons all targetting a multisource. The Multisource is targetting a door and the door has the multisource as its master. When i press all 3 the door doesn't open, could you please tell me why if you think you know.
Posted 16 years ago2008-01-20 01:42:06 UTC
in Buttons that activate other buttons. Post #243870
this looks like exactly what i need, ty for fast response

Edit ya that kind of confused me. So i have two buttons both have targetedobject as multisource , multisource is targetting my door and my door has multisource as its Master.

When I hit both buttons it doesn't open. Would i have to hit them at the Exact same time, or do I just need the other two entities from the link provided by Ant?
Posted 16 years ago2008-01-20 01:31:26 UTC
in Buttons that activate other buttons. Post #243868
Hi, so I was wondering if there was a way to have a button activate another button. Like lets say I have a door. To use this door you have to press the GREEN button. But you can't use the GREEN button until you hit the YELLOW one. So to open the door you must hit yellow then green.

Is there any way to achieve this?