Forum posts

Posted 20 years ago2004-07-19 18:10:09 UTC
in A long time on TWHL Post #42907
Only 122 days.
But I've been mapping for much longer.
When have you been here the last time? I can't remember meeting you before.
Posted 20 years ago2004-07-19 18:08:39 UTC
in WON is going to die >:-) Post #42905
Thx saribous.
I didn't have the heart to say that, since everybody here seems to be pro-steam.
Steam is evil. :badass:
Phew, what a relieving feeling.
Posted 20 years ago2004-07-19 18:02:27 UTC
in Turret Gun problems Post #42903
Let it target an ambient_generic.
Pitch rate, set it to a value >0.
Posted 20 years ago2004-07-19 17:58:39 UTC
in auto regen enegy on a wepon? Post #42902
Like Lucky Luke.
He reloads when the game has ended.
Posted 20 years ago2004-07-19 17:58:06 UTC
in auto regen enegy on a wepon? Post #42900
Posted 20 years ago2004-07-19 17:17:09 UTC
in WON is going to die >:-) Post #42879
I can never again play HL/HL-mods on the internet. :(
Tis is t3h suck@g3!
Posted 20 years ago2004-07-19 17:09:16 UTC
in I got an idea(remade) Post #42877
I still have it.
I'm having problems with my PC again. Oh, how I hate it.
But I'll hurry to get this finished.
Posted 20 years ago2004-07-19 17:07:07 UTC
in auto regen enegy on a wepon? Post #42876
You could also map it.
Some kind of infinite ammo provider.
Just use game_player_equip, easy as pie.
The grunts don't regenerate ammo, they don't have any.
They can shoot over and over, they just need to reload.
Posted 20 years ago2004-07-19 16:57:52 UTC
in Repeating scripted sequences Post #42873
Get the HL tool pack: Hit me!
Or download Jeds HLMV here: Spank me!
Posted 20 years ago2004-07-19 16:47:42 UTC
in scriptedseqeunce - barney skips Post #42869
This is a common HL bug.
Playing different animations in a row mostly cause this "flip" effect.
You could combine the animations with milkshape or so.
Posted 20 years ago2004-07-19 08:31:12 UTC
in earthquake Post #42778
He was talking about how to create an earthquake, which requires sound quaky sounds too.
Just use env_shakes for the quake itself. Some ambient_generics for the sounds. Env_shooters for debris. And maybe some func_trains or func_doors for moving ground etc.
Posted 20 years ago2004-07-19 07:43:51 UTC
in Prisoner / Member Numbers Post #42763
Posted 20 years ago2004-07-19 07:09:48 UTC
in Repeating scripted sequences Post #42760
Firstly: HLMV shows the fps and the frameamount of every animation. Use what your mathteacher told you at school!
Secondly: The 'gag' flag only keeps the monsters from randomly talking.

I think what you want is not quite possible.
When you loop an animation by triggering it again and again, the monster will shortly jump back into the idle pose after the animation finished.
Just set the 'target' field of you aiscripted_sequence to itself. You don't need no multi_manager.
Posted 20 years ago2004-07-19 07:01:43 UTC
in door/lifts? Post #42757
The func_train doesn't need an origin brush to work.
But afaik the sound it makes is emitted from the origin, so I always add one.
Posted 20 years ago2004-07-19 06:52:26 UTC
in MilkShape 3d Post #42755
There are many ways to use Milkshape without paying.
But all of them are illegal and so I advise against trying them out.
If you want a good 3d modelling programm for free, check out blender.
At first it might appear very strange, because fo the different interface and controlls. But I think that blender's control is much more intuitive than Milkshape.
The main issue is that it might be quite hard to make HL models out of blender models. Many people write Blender scripts, so you might find one.
Just try it out.
Posted 20 years ago2004-07-19 06:45:47 UTC
in A Horror Idea, Some Screens Post #42752
Do you know DeusEx?
It had huge freedom to offer for the player, though it was just the old Unreal engine.
I think this could be possible with HL too.
The maps Jahzel built fit right in, imho. They could be those places where a gang lives or so.
Some rotten factories are just right for the ambient.
Posted 20 years ago2004-07-18 18:35:11 UTC
in door/lifts? Post #42637
You can also use func_plats.
I prefer func_doors for simple lifts and func_train for more complex ones.
I think that finding out the correct lip value is not a real problem.
It definitively doesn't take longer than setting up the path for the train.
Posted 20 years ago2004-07-18 18:22:24 UTC
in scripted_sentence Post #42634
Speaker Type = monster that speaks.
Listen Type = monster that the speaker looks at while talking.
Sentence Time defines how long the monster looks at the listener.
Posted 20 years ago2004-07-18 18:20:55 UTC
in Comment Here Plz Post #42633
Wait! What about the g-man?
nip-pick :)
Posted 20 years ago2004-07-18 17:58:54 UTC
in HEY BIG MOMMA!! Post #42625
Check your other thread.
It does make eerie noises of its own, but if you want a specific one, use an ambient_generic.
Posted 20 years ago2004-07-18 17:57:41 UTC
in A Horror Idea, Some Screens Post #42623
@trapt: Make your images smaller!!!
You use 320*240 images that are 100kb large.
You could make them like 20kb without a noticable loss of quality.
Please don't use HL? for this!
There'll be thousands of mods comming out soon.
It'd be no challenge on the new engine.
Posted 20 years ago2004-07-18 17:51:59 UTC
in Strange... Post #42621
Rather sounds like the opposite of minimicus.
Ask Andy about it.
Posted 20 years ago2004-07-18 17:50:24 UTC
in Competition idea Post #42620
I don't like the copying idea either. It's boring and doesn't really require any creativity or skill.
I hope I will win the next compo, so I can choose the next topic. This would be something special. :)
Posted 20 years ago2004-07-18 17:48:08 UTC
in MilkShape 3d Post #42619
I think 'reseting' the trial period is illegal.
Have you tried sending an email to the programmers? I think the guys on the forums are just normal people.
Afaik Milkshape can still be started after the trial period expired, you should find an email address there somewhere.
Posted 20 years ago2004-07-18 17:45:27 UTC
in COMPOS COMPOS COMPOS Post #42618
Build a Machine contest results on their way...
Not here.
Try member sites. Some have compos too.
Posted 20 years ago2004-07-18 17:43:47 UTC
in Using sentances not in the list? Post #42617
You must add them to the sentences.txt and provide it with them map when distributing it.
Posted 20 years ago2004-07-18 17:42:22 UTC
in putting models into maps? Post #42616
but im not wasting my time mapping for HL :zonked: ...lol
No person that is mapping for HL does waste his/her time!
In MP maps use cyclers, env_sprites or cycler_sprites to place models.
Be carefull with cyclers though. They change their animation when you shoot them and stop playing when you use them.
In SP, monster_generics are more comfortable.
Posted 20 years ago2004-07-18 17:39:02 UTC
in Comment Here Plz Post #42615
Im not sure. Try to fins big_momma sentences in the sentences.txt.
If there are none, just use an ambient_generic.
Posted 20 years ago2004-07-18 17:37:40 UTC
in How do you make objects break when the.. Post #42614
I'm sorry. I apologize for being so rude.
It just overwhelmed me.
Still my oppinion has not changed.
Many people worked hard to write comprehendable tutorials and guides, so that you don't have to wait for an answer on a forum or a chat.
Please make use of these, that's what they're made for.
If you learn to help yourself (this is ambiguous), you will also more quickly improve your skills.
This does not only apply for mapping, but for everything you can do.
Just try around, you might find out interesting things that can be handy later.
Posted 20 years ago2004-07-18 12:24:41 UTC
in How do you make objects break when the.. Post #42549
@jaardsi:Sorry, I just go annoyed. It sux that so many people don't try to solve their problems alone. This one requires no special knowledge at all.
Check out the func_breakable flags.
'Only Trigger', hmm what could that one do?
Posted 20 years ago2004-07-18 12:19:03 UTC
in Prickly Pimple Post #42547
It didn't say that it changes anything.
It was just an assumption.
I agree with the others, too.
Posted 20 years ago2004-07-18 12:15:39 UTC
in MilkShape 3d Post #42544
Try contacting the milkshape3d programmer team.
They should be able to help you.
Posted 20 years ago2004-07-18 12:13:48 UTC
in How do you make objects break when the.. Post #42543
Noob! Learn to read.
Ever noticed that the func_bomb_target has a 'target' key?
Click here if that wasn't enough of a hint.
Posted 20 years ago2004-07-18 07:01:53 UTC
in Distribution Question Post #42513
Get wally and take a look at the pak0.pak of Half-Life. There shouldn't be any unclarities.
Posted 20 years ago2004-07-17 15:35:23 UTC
in Distribution Question Post #42355
You have to distribute everything that is not a part of the original Half-Life.
You add sounds, you distribute them. You add a .wad, you distribute it.
Just don't ever forget this! It sux when you downloaded a map to see that the author didn't include the required media.
Posted 20 years ago2004-07-17 15:28:39 UTC
in CUT-CUT-CUTSCENES Post #42352
The only difference between a cutscene and an ingame scene is that you use a trigger_camera to show it.
The rest is like always. Use aiscripted_sequences and scripted_sentences to make your monsters say and act as you want them to.
Posted 20 years ago2004-07-17 15:26:07 UTC
in Distribution Question Post #42350
If you only use original Half-Life textures, sprites, models etc., he only needs the .bsp file.
The other files where created during the compile process and are not necessary to play the map.
Posted 20 years ago2004-07-17 15:18:29 UTC
in VIS Crashes Hammer.... Post #42344
Use a batch file to compile and run all tools with -estimate to see how long it'll take to finish.
VIS usually takes very long.
Deleting all the lights won't help. VIS doesn't perform the lighting calculations. And even without lights the lighting calculation has to be done.
Posted 20 years ago2004-07-17 15:07:05 UTC
in The HL story Post #42337
so im all confused
That's what it's supposed to do.
The HL story isn't like a Hollywood movie.
Gordon sees a part of what's going on from his point of view. Shepard sees another part.
No one knows the entire truth.
And no one is supposed to.
Redemption is not an official addon btw.
Why do you want to know all this anyway?
Wait for HL? to get even more confused. :badass:
Posted 20 years ago2004-07-17 14:13:56 UTC
in Prickly Pimple Post #42323
I bet this prickly-pimple account is some kind of 'Here I can tell nasty things. - account' for another member.
He doesn't want to damage his image, so he created a new account for being invidious.
Posted 20 years ago2004-07-16 20:32:54 UTC
in missing gcf Post #42133
The what?
Do you mean .cfg, or .fdg?
If not, please tell me what the 'gcf' is.
Posted 20 years ago2004-07-16 20:30:48 UTC
in Where are these coordinates? Post #42132
:)
It sometimes happens to me, too. Especially when I'm to lazy to read all the other replies.
Diner, eh? I'll eat breakfast in about 6 hours. :zonked:
yawns
Posted 20 years ago2004-07-16 20:26:44 UTC
in Rough Plot Post #42131
Goldwave!
You can use the trial. It's a bit nerving, but it doesn't confine you.
Posted 20 years ago2004-07-16 20:25:36 UTC
in Rough Plot Post #42128
Goldwave!
You can use the trial. It's a bit nerving, but it doesn't confine you.
Posted 20 years ago2004-07-16 20:23:50 UTC
in Where are these coordinates? Post #42126
About four days ago:
You beat me to it, Haz.
And i did it again. :badass:
Posted 20 years ago2004-07-16 20:12:56 UTC
in Omg avatars! Post #42118
What's the point of changing the avatar all the time?
An avatar is like a name. When people see it, they know 'Aha that is KingPoo' , or so.
At least some people don't do it all the time. BL, 7th, pepper, CP, Andy, and a few others.
Posted 20 years ago2004-07-16 20:08:49 UTC
in I got an idea(remade) Post #42114
He too?
Well, since you said so:
+1:Ministeve
+2:BrattyLord
+3:JB + Anthony
+4:es major
+5:rabid monkey
+6:M_gargantua
*7:hazardous!
-8:Zeg
-9:Seventh Monkey
-10:trapt
-11:RileyMo
-12:gmans_Agent
-13:ZombieLoffe
-14:Tycell
-15:Jaardsi
-16:async
-17:no one in here yet
-18:neither here
-19:ministeve
-20:BrattyLord
Posted 20 years ago2004-07-16 19:51:14 UTC
in A Horror Idea, Some Screens Post #42105
Use func_walls and hint brushes.
That scene up there can be done with really low r_speeds.
If this ever splits into hl1 and hl2, I'll stay with the hl1 team too.
I hope this'll never happen, though.
It's more of a challenge to make it on hl1.
Posted 20 years ago2004-07-16 19:47:01 UTC
in Where are these coordinates? Post #42102
I never get those errors anymore, because I learned to avoid them during the mapping.
It's hard to help here. Those errors are mostly caused by strange worldbrush constuctions.
Check out tommy14's compile error site!
Your error.
It's the best site for finding concerning odd compile errors.
Posted 20 years ago2004-07-16 19:21:47 UTC
in Where are these coordinates? Post #42094
To find a certain point in the world, go to it's center (indicated by blue lines) and add a brush.
Make it equally large in every direction.
Now press [CTRL]+[M], check the 'move' radio button and enter your coords. Hit 'OK'.
You can also try to find them with the mouse. The current coords in one plane of the mouse are displayed at the lower right in the VHE.
This method is quite nerving, though.