Featureful has a very, very barebones inventory system. You could use that, but i doubt it's going to be enough for what you want. Still, might as well just use it as a base to add more code.
Use Spirit of Half-Life. It's full of features, and there's a faction function made exactly for this. However, if you want to do it yourself, i guess you'd need to code a bit.
You cant turn the gcube into a func_train, and use path_corner to create a simple trayectory. If you want the gcube to kill the player, set the damage to something like 300 (so the player gets gibbed).
What are the things that inmediately make you say "This mod is just as any other! Why should i even bother..."?. It can be anything: features, story, gameplay mechanics, maps, etc.
I'm trying to see what people do not like in a Half-Life mod.
The whole community is divided, some say that it's in development, other say it's not HL3, or it's a canceled project. Personally, i strongly believe they are developing something, but from the looks of it, it's probably not Half-Life 3. All my money goes to some random test project, maybe some sort of DLC for HL: Alyx.
Deep down, i am really hoping it's HL3, but i am ready to be disappointed.
Yeah, i don't think you got me. Just grab the original Decay model, and use the reference's skeleton to rig your other mesh. (Example: "v_colette" skeleton + v_barney hands).
In a test map, i am trying to make every scientist and security guard turn hostile to the player if one is to bother them enough. However, this appears to only work with NPCs that witness the events, and other NPCs not present in the area are oblivious to the player's actions. Is there a trigger, or a condition that should be used, or will coding be required?.
Sounds like you have a leak, it's a hole in the map that connects to the void. The engine can't tell what's "outside" (the void) and what's "inside" (the map), so it can't compile lights. This article explains it better, and here is some good advice, just to keep in mind.
I would like to create a map with random ambience sounds, but i'm not able to create a system that is able to complete such task correctly. I was trying with a looped multimanager, that triggered certain sounds in a specific time, (sound1 every 20 secs, sound2 every 10 secs, etc.), but it's not exactly random.
Surprisingly enough, this is not well documented on any site, but its possible. I know the security guard model uses this for the shooting animations, but im not so sure.
Xash3D, perhaps? This post has some info, but as RoboRufus7 said, it requires jailbreaking your DS, and it appears that it will only work on the 3DS system.
Does it look like this? Try going to game properties on Steam, and in Launch options, add -windowed. If you have a "Non-Steam" version, make a shortcut, and in Destiny, add -windowed.
Edited a model, and replaced the playermodel, everything works fine, but the model seems to dislike the ground. The model is made as a test, and only the movement animations (run, walk, etc.) were replaced. Here are the files. Screenshot
Most of the people here use the Discord server for help and questions due to the fact that is quite faster. However, i believe some people post here when they have a seriously difficult problem.
For some reason several brush entities "get turned" into normal brushes. Right-clicking and going into Properties only shows the visgroups config, as if they werent brush entities. They still have the prefix in the preview, but they dont get selected when clicked.
Image
It is worth noticing that this happens also to other entities like func_buttons and button_targets, so far i only tested on those, but im sure that those arent the only ones.