Forum posts

Posted 7 years ago2017-07-02 19:08:49 UTC
in Help with an entity setup Post #335874
Platform B,C,D etc (func_door) should have the flag ticket as "Starts open"?

Also, I tried with the multi-manager and I don't really have a clue how to put up the trigger setup. At this moment only platform A behaves as it should be. I got platform A to trigger the multimanager wich triggers platform B but it reacts all funky.

If you could write a step by step explanation that would be awesome.

Cheers in advance.
Posted 7 years ago2017-07-02 18:27:31 UTC
in Help with an entity setup Post #335873
That is exactly what i mean. I'm gonna give it a go if I understand it, since i've never worked with a multi_manager.
Posted 7 years ago2017-07-02 15:08:29 UTC
in Help with an entity setup Post #335869
Hi,

First of all, I dont know if this is even possible.

I've drawn it in paint to make it easier to understand

https://gyazo.com/f23e2303e6e798133e14bac8ba63bbd1

Hope anyone can help.

What i tried is tying the block to a func_door, and having a func_botton activated on damage brush on top to trigger the block, this works if they both use the same lip.

The problem is triggering the following blocks and tying everything as a whole

Its like a jump map, for soldier (in tfc).
Posted 8 years ago2016-05-26 21:33:09 UTC
in Error opening map with standard sprites Post #330230
Fuck sake, I had it to additive with 0 value (now additive with 255;p)... Never go full retard like me, and thanks for your help.
Posted 8 years ago2016-05-24 17:19:03 UTC
in Error opening map with standard sprites Post #330220
I get what you mean with the paths, i've had a few test with maps including sprites that worked when compiling through hammer with zhlt.

That was before I used vluzac.

Still with the paths as you mentioned, it does not work. It does not give me an error anymore but the sprites won't show.

I'm gonna try again in a test map for half-life, lets see how that goes.
Posted 8 years ago2016-05-23 21:11:26 UTC
in Error opening map with standard sprites Post #330205
Hey guys, using hammer 3.4 with 3.5 patch. The map is for TFC (a skillmap)
Compiling with vluzacn tools, through batchcompiler

Map compiles fine without sprites, unless I add them
(screen of error)
https://gyazo.com/02454835685ef77f58cad6ff57e1bbf4

It doesn't matter how I put the sprite path, it also does not work when I use valve/sprites as a path (standard).

I did not use any custom sprites, I copied the ones I used from valve/sprites and put them in tfc/sprites/phann and put the paths to them correctly in hammer.

Am I missing something? Do I need to do something else in batchcompiler?

The compile log does not show any error.

Thanks in advance.