Forum posts

Posted 20 years ago2004-10-21 05:38:46 UTC
in Cars in cstrike Post #68046
Probably closer to 20, you have to fix as many of the bugs as you can remember ;)

(edit: foor soldiers = foot soldiers)
Posted 20 years ago2004-10-21 05:30:50 UTC
in Hammer beta model 3d viewing Post #68045
Idd, when making a map for a particular mod, you browse to teh mod's base folder and use the gamename.fgd =/

Anyway, I already said how to use models.
Posted 20 years ago2004-10-21 05:23:57 UTC
in r_speeds wont show Post #68043
IIRC that is not the case.
Developer mode is just a tool for dev's, you need developer 2 for the overview btw (I'm sure you know, just thought I'd mention it).

I have no idea what your problem is, please tell us exactly what you do when you run your map, from the end of teh compile to teh moment you took teh screenshots.

The more info we have, the easier it is to fix.
Posted 20 years ago2004-10-21 05:10:49 UTC
in Sub-Compos Post #68042
Yeha, but then ppl who paid cash would want to be treated different.

I'll pay some cash =D
Posted 20 years ago2004-10-20 20:35:20 UTC
in Help Knife Only Maps ??? Post #68012
it's the same principal, you just don't edit the game_playerequip to give guns.
Posted 20 years ago2004-10-20 20:31:29 UTC
in Help Knife Only Maps ??? Post #68010
[u]Stripping and Equipping Weapons in Counter-Strike[/u]

[u]Resources Required[/u]

Up to date fgd, found here

Introduction

The premise is simple: to choose which weapons the player(s) start(s) off with,
and to make sure they can only use those weapons.
Actually putting this concept into a playable level involves some minor entity work,
so if you are unfamiliar with the multi_manager, game_playerequip, player_weaponstrip,
and the info_map_parameters, then read the brief description's below:

[note]Tutorials/Full Descriptions of all these entities can be found on this site, and require
virtually no hunting, and limited knowledge of HL to understand their principles and properties]

multi_manager: A device that allows you to trigger multiple events/entities after a single
previous event has taken place.
eg: The door opens, triggers the multi_manager, the multi_manager triggers an alarm
    (ambient_generic), and a flashing light, then after 10 seconds it turns everything off.
game_playerequip: The entity used to equip the player with the weapons you require.
eg: The player runs through a trigger, which runs the [i]game_playerequip[/i] which "gives" the player
    ammo, kevlar, grenades or a gun.
player_weaponstrip: The player runs through a trigger, which runs the player_weaponstrip, removing
all weapons/items currently in the player's possession.
eg: Pretty self-explanatory
info_map_parameters: An entity which allows you to set certain parameters within the map, such as weapon buying,
and bomb blast radius etc. Quite a limited entity and only mentioned here as an example of different methods
of achieving the same goal.

[u]Getting it all to work[/u]

First things first, make your map, I imagine it will probably be similar to the fy_iceworld map, if this is the case,
think long and hard about whether you want to release your map, as most mapping forums tend to frown upon iceworld clones,
as they've seen a thousand before yours, and I can guarantee you won't be met with the compliments your friends/clan gave you.
It's a tough world ;)

However, just because you want to give players certain weapons doesn't mean the map must be of the fy_ strain, you could be
making an escape style map, where the CT's start in a jail, and are only equipped with a knife and glock (or whatever takes your
fancy). Perhaps a scout map set in a "forest", with two bases, seperated by a canyon.
The possibilities are endless, and I only mention those ideas because I would like to stress how important it is that you be
creative when you design your map, this tutorial will (hopefully) show you that almost all of your ideas can be realised with a
little hard work, and some thinking outside the square.

1. Insert 3 point-based entities (if this means nothing to you, start reading the beginner tutorials), you will need to
create:
1x multi_manager
1x player_weaponstrip - name it [b]strip[/b]
1x game_playerequip - name it [b]equip[/b]
2. Arrange them neatly in a high corner of your map, I suggest aligning the centres of all three on a single x/y axis.
Not only will it look like something that resembles proffessionalism, it will be easier to edit them when you make a mistake.

3a. Preventing Teams from buying: Create 2 brush based entities (I suggest a 16x16 unit shape, as this is easy to manage,
and fits in with the size of the point entities you already created, a uniformed approach to mapping is a good way to keep things neat and edit-able),
create:
2x func_buyzone
Now set their properties (Highlight the entity, and press Alt+Enter, alternatively right click, and select properties) like so:

Team: Counter-Terrorist only
Team: Terrorist only

Now you have two buyzones in an unreachable place, set to each team, making it impossible for them to buy weapons.

3b. The second way to prevent teams from buying, is by using the info_map_parameters entity. If you have no idea what this does,
or how it effects the game, think of scoutzknivez, this uses an info_map_parameters, which gives you that
Ct's/T's arent' allowed to buy in this map message. But what if you want a buyzone, just not at the start of the map? This is where the
info_map_parameter will let you down.

Setting the entity up is very simple, just open it's properties and set Buying to 'Neither team can buy'.

4. Now to set up your point based entities (you created them first so that you could arrange them neatly =P ). There may be several different
ideas running through your puny mortal brain of how you could implement the techniques we discussed earlier. There is no set way to achieve all the
desired results, for a different map set-up, you will need to change the way the entities are themselves set-up. I will firstly go through a simple
m3 and deagle map.
[b][u]multi_manager[/b][/u]
Name: game_playerspawn [this means that the multi_manager is triggered when a player spawns, and eliminates any need for brush based triggers]

Now turn Off Smart Edit (by clicking it once, if the button is depressed it is Off), and click add and enter the following:

Key: strip
Value: 0.1 - this triggers the player_weaponstrip after 0.1 seconds, this is virtually instantaneous.

Key: equip
Value: 0.2 - this triggers the game_playerequip after 0.2 seconds. you must trigger the equip after the strip, other wise you will give
player a load of guns, and then take them away instantly. A most undesired effect.
You can use multiple game_playerequip's, but you only need one to make the m3/deagle map.

Open the game_playerequip's properties and select the following:

[Mandatory]

Give Knife : Yes

Give m3 : Yes

[Optional]

Give Kevlar and Helmet : Yes

Give HE Grenade : Yes (always a fun one)

Now for the "tricky" part:

Turn Off Smart Edit, and enter these:

Key: weapon_deagle
Value: 1

Key: ammo_50ae
Value: 6

Key: ammo_12guage
Value: 4

Congratulations, you now have a working m3/deagle map.
Remember the name in the multi manager's key field must match teh name given to your
strip/equip entities. try not to use wild names, as strip/equip will do just fine, but these
don't have to be the names, just an example of what I use to keep things in order and easily
remembered.

Now what if you didn't want to strip everything and have everyone with the same primary and secondary weapons?
Well, the first (and easiest) thing I would suggest is the armoury entity. It can be found at the top
of your fgd list, and contains a list of many of the guns availiable, it is very easy to use, if you follow
some basic guidelines:

a) Select a weapon using the 'item' line, select how much ammo you want to give using the 'count' line.
note count is actually how many guns will be spawned, as the entity doesn't support ammo (yet),
but it works to equip you with a fair amount of ammo, if you wanted to go nuts, you could place triggers for
the player to fall through which would trigger game_playerequips which would give ammo, but this will cause
you more problems than it solves. I would reccommend simply adjusting the 'count' field in teh armoury_entity,
it is alot safer and bug-free.

b) You cannot select certain guns, such as the UMP, or pistols. if you wish to equip pistols, you will need
to use the previously mentioned method, via a multi_manager/player_weaponstrip/game_playerequip. This is where
teh armoury_entity meets it's pitfalls. Like I said; different entity for a different job.

c) Don't place the armoury_entity "inside" the info_playerspawn, set it either a few units above, or a few units below.
Make sure you don't set it in the ground if you are placing it below the player.

That's about it for armoury_entity's, they are very basic and the only error's you can get will be placement related
(ie: inside the ground/player). It has a limited use and I would reccommend thinking carefully about what kind of theme
would be best suited to such an entity. An Armoury is an idea that springs to mind. Perhaps the back of a SWAT van
filled with shotguns and mp5's.

[u]Other Uses[/u]

There are several things that you can do to make this entity set-up more interesting, you could make a Quake-like
level using a func_rotating in conjunction with some home-made textures (a picture of a CS gun of your choice on a
{blue background for instance), and use env_renders and multi_managers to trigger the disappearence of the func_rotating
and to equip the player with the gun on the picture.

You could have a metal detector ala security scanner device type thingy that when walked through sets off an alarm and
strips teh player of all their weapons. however, avoid leaving a player with no weapons, as this makes for a pretty
tedious game of CS. ;)
Posted 20 years ago2004-10-20 19:28:45 UTC
in Compo 12 (Real World) Post #68002
if you're using steam, you have to load the map by opening the console (left of 1, above TAB) and typing map mymapname
Posted 20 years ago2004-10-20 19:10:29 UTC
in Celebrate! Post #67997
Posted 20 years ago2004-10-20 19:01:26 UTC
in Aliens took my mom Post #67993
[/spelling]
Posted 20 years ago2004-10-20 18:56:12 UTC
in Aliens took my mom Post #67992
Right, if I were you I'd download this to begin with:

Download meh!

Run that, go through the motions, either log in with your old account (if you can remember the username and password), or try to create a new one; seeing as you're having some trouble with it you may not have properly registered (you hope).
Try one of those until you get success (bear in mind there will be some "updating") and can get a little box that looks like:

Clickeh

Now click on Counter-Strike and it will ask you if you want to instal blah blah, you don't need any retail Half-Life installed, but it can speed up the proccess as "Steam" converts the old files to the GCF form. If yoou don't have anything installed it just downloads it (note: most of the CS stuff has to be downloaded anyway so...).

Now go through this proceedure untill you have Half-Life, Day of Defeat, Codename Gordon, Condition Zero (install your copy prior to 'download'), and even Counter Strike: Source (whoop-de-doo).

When you're done you can start (or even skip all that and go straight to:) installing Thrid Party Games.

To install something like, oh I dunno [url=www.hostileintent.org]Hostile Intent![/url] you just download their installer, run it and it will (with any luck) install it to SteamSteam Appsyour accountHalf-Life_ _ _ _, the gap being the name of the 3rd party mod.

A picture to demonstrate:

[edit - omg Imageshack is taking forever...]
[edit - seriously... wth]
[edit - Jesus, about time]

Clickeh!

What was I talking about.. Oh yeah, then you just start the games like that, pretty simple.

Just remember to get that installer for Steam.

;)
Posted 20 years ago2004-10-20 13:02:50 UTC
in Firing rate tweaking...HOW?????? Post #67959
m4 is a fully auto, so there ha!
Posted 20 years ago2004-10-20 12:25:31 UTC
in Celebrate! Post #67939
w00t, 4 logins a day, that's a bit excesssive ;)
Posted 20 years ago2004-10-20 11:16:35 UTC
in Sub-Compos Post #67914
Yeha, hopefully we'll do this, peopel will see that it's fun, and then more will enter next weeks sub-compo ;)
Posted 20 years ago2004-10-20 11:15:15 UTC
in Cannot Believe It... Post #67913
Why does it suck? Because it's too much like farcry or HL2?

I think it looks liek a really good game, but I hated teh originals... yeah yeah they were one of the first, but sh*t, don't mean I gotta like 'em
Posted 20 years ago2004-10-20 10:58:53 UTC
in Attn: NON - NOOBS : CTF style problem Post #67908
Well, it's for a mod called Hostile Intent, so alot of taht isn't applicable, but I appreciate yuo thinking, and apologise for taking so long to answer this (I have been pre-occupied with other matters, far less pressing than this).

Basically, Team A have to plant a "bomb" and tehn hold a certain area for the two minutes it takes for the bomb to blow (I know, who would hang around and wait for a bomb to blow up, these crazy terrorists..), but Team B need to burst in, kill everyone and disarm teh "bomb", then hold that area for 30 seconds until "back up" arrives..

Now I'm thinking, does it even need to have teh CTF element, and then I think, every map needs some flashy entity bollox, just for the sake of it, so I am determined to complete this.

I could have another trigger around the perimiter that 'kills' the func_button_momentary when a Team A member walks through it.

that's all I can think of, I don' want areas taht only certain people can access, it's frustrating to not have full access to a map, but somehow.. teh idea is growing on me, but it would be hard to implement in this map, so I'll save it for teh next one.

Well, I'll give it a go..
Posted 20 years ago2004-10-20 10:45:39 UTC
in Celebrate! Post #67905
Lol Jahzel, RATM, what year was that ffs?

Same year taht SOAD played? I rememebr seeing them in the pouring rain, totally pissed, and wasted on soem kind of drug I'd had the night before, and that was like 14 hours afterwards, good sh*t lol.

Those toilets are death traps man. we camp near the river ;)
Posted 20 years ago2004-10-20 09:34:17 UTC
in Personally Begging Post #67898
Or he named himself after a relative of the half-life genre. Atom being the item that half-life is reffering to...

Or maybe he's a spirit from teh spirit world?
Destined to bring the holy wine?
Posted 20 years ago2004-10-20 09:30:30 UTC
in Celebrate! Post #67897
I hope you'll be going to Reading Music Fest on your next couple of birthdays, easy pussy.

That said, Mephs, if you don't wanna be as lame as you really are (=P) then let's celebrate on the 7th?
Posted 20 years ago2004-10-20 09:27:18 UTC
in Cannot Believe It... Post #67895
Think how I felt when I d/l AA, 728mb's, that's 4 times the size of Steam with CS and HL, only to find that I couldn't play online because I didn't have teh authorization from XP's security update blah, and that my gfx card is so damn crap that I have to play it on Ultra-Low everything.

So I fixed the online thing and I can play, but I still have a crappy PC...
Posted 20 years ago2004-10-20 09:13:22 UTC
in My map can't be loaded by others Post #67890
lights.rad is used by the programs that compile your map.

you don't need it to play your map.
Posted 20 years ago2004-10-20 09:11:38 UTC
in Compo 12 (Real World) Post #67888
I was thinking that, I don't think we should be judged down for not using monsters, but someone that can use a monster in a good place, in a new way deserves to be recognised for that. So I would say, no monsters, what does an alien grunt have to do with where you work.

To be succesful, I'd imagine using things that people can use in your map, like set up soem fun sequences that happen along the way. To keep the focus on the map as a whole, not jsut yoru architecture.
Posted 20 years ago2004-10-20 09:08:51 UTC
in The Forum(admins read) Post #67887
Do what you can dude, you made 'em, the newbs ain't usin' 'em

slap 'em in

slap 'em out

and pray for change

:nuts:
Posted 20 years ago2004-10-20 09:07:14 UTC
in Personally Begging Post #67885
Someone called for me?
Posted 20 years ago2004-10-20 09:05:52 UTC
in HL Dimensions Post #67884
I agree, when I came here, it was to use the tut's, on certain HLSP functions, but I realised after a month or so that people were askign q's in teh forums that I could answer, so I did.

The tut's and links here provide an answer to everything that has been asked in the forums over the last year.

I'm guilty of asking some q's before searching, btu actually, I only asked once, and that was because I'd googled with no luck.

So, yeha, ppl that post noob q's keep me in business.

;)
Posted 20 years ago2004-10-20 08:54:39 UTC
in Celebrate! Post #67877
haha, I was 21 in january, but maybe we should have a little shin-dig in IRC, I'd liek to have a drink with you guys, but I guess unless one of us had a private jet and several thousand gallons of fuel it ain't happening

Maybe we could just give internet gifts! Like home made stuff :P

In fact, I got the best idea hha, gonna make it tonite! woohoo!
Posted 20 years ago2004-10-20 08:51:21 UTC
in Hammer beta model 3d viewing Post #67875
In fact we've crashed into a railway station 15 miles away, that's how far off track that went.. ='/
Posted 20 years ago2004-10-20 08:49:45 UTC
in HL Dimensions Post #67874
Yeah, I think he does it on purpose.. :confused:
Posted 20 years ago2004-10-20 08:48:49 UTC
in Compo 12 (Real World) Post #67873
He is the bane of all your ills...
Posted 20 years ago2004-10-20 08:47:12 UTC
in HL Dimensions Post #67871
God damn what have I told you about talking to people!! Get back in the hole in teh side of my stomach from whence you came!
Posted 20 years ago2004-10-20 08:17:32 UTC
in Help with Redemption Post #67855
Posted 20 years ago2004-10-20 08:16:10 UTC
in cs_1337siege Post #67853
Don't expect me to be able to rememebr, my brain is riddled with mind bending psychoactive drugs, I don't even know where I am. Let alone who I am or what I've done recently.
Posted 20 years ago2004-10-20 08:12:57 UTC
in Cars in cstrike Post #67851
Oh yes, but he wants to put one in, let him try lol, they all find out sooner or later that CS is a foor soldiers game..
Posted 20 years ago2004-10-20 08:10:45 UTC
in Hammer beta model 3d viewing Post #67850
I mean, why brag about unlimited d/l when everyone gets it, it's liek saying 'I'm special because I breathe oxygen'

I'm not saying you said you're special or that it's even a big deal, I'm talkign about the fu****' companies, going: oooh you get this and this! and then we f*** you in the *** as you turn around to use the pc.

But really, let's be serious here, this thread should be dead.
Posted 20 years ago2004-10-20 08:06:51 UTC
in nead monsterscript list Post #67849
Posted 20 years ago2004-10-20 08:01:24 UTC
in www.try2hack.nl Post #67843
Hmm, I still prefer e-guns and e-girls
Posted 20 years ago2004-10-20 07:58:20 UTC
in Separate channel for Regulars Post #67839
I agree, not enough time to talk to peopel about maps in twhl, it's pretty bad at times..
Posted 20 years ago2004-10-20 07:55:21 UTC
in www.try2hack.nl Post #67835
What do you mean, I have an e-gf, she told me she LOved me :*(
Posted 20 years ago2004-10-20 07:53:39 UTC
in Separate channel for Regulars Post #67833
I ain't at my pc, so I can't check...
Posted 20 years ago2004-10-20 07:50:58 UTC
in Separate channel for Regulars Post #67825
to be*

I'll keel haul the next man to mix to too and two! ;)

the channel is a pretty good idea, it may take a while for it to get properly used, but if it's beyond a person to use more than one IRC channel they are truly morons.
Posted 20 years ago2004-10-20 07:36:14 UTC
in www.try2hack.nl Post #67809
Meh, I kill for fun, and meat.
Posted 20 years ago2004-10-20 05:56:26 UTC
in Celebrate! Post #67792
7 logins per day, that is spam !
Posted 20 years ago2004-10-20 05:54:34 UTC
in www.try2hack.nl Post #67791
I'm talking about Mephs link, I didn't check yours, because I fell asleep just thinking about the link Mephs posted, so I was too afraid of falling into a coma to go and check your site!

But on a serious note, why are you hackers so cool?
Posted 20 years ago2004-10-20 05:51:08 UTC
in Compo 12 (Real World) Post #67790
I think mapping from abandoned places is a bit old now, you guys were using it for inspiration when I first joined, have you not used everything they had?

lol
Posted 20 years ago2004-10-20 05:38:39 UTC
in Compo 12 (Real World) Post #67786
I guess, but I'm thinking '3d sky box' so you may have to settle with some screenshots =P

jk
Posted 20 years ago2004-10-20 05:37:26 UTC
in Separate channel for Regulars Post #67785
I suggest having a op who doesn't have a life, sits on irc all day and rarely sleeps.
So you're nominating yourself Zombie? ;)
Posted 20 years ago2004-10-20 05:27:20 UTC
in www.try2hack.nl Post #67782
Looks like a right ol' barrel of laughs..

Much better than engaging the enemy in a violent bloodbath...
Posted 20 years ago2004-10-20 05:21:26 UTC
in The Forum(admins read) Post #67781
Hmm, perhaps we need some kind of Kryptonite Detector , I think the powers are being drained by a mystical source...
Posted 20 years ago2004-10-20 05:20:34 UTC
in Personally Begging Post #67780
nerds...

;)
Posted 20 years ago2004-10-20 05:19:18 UTC
in Compo 12 (Real World) Post #67778
Like I said, this is a first for em, it seems alot of mappers like this idea, it appeals to our core insticts =P

Are we allowed to go nuts? a big area, like, how good is your pc, I can handle 1500 w poly quite easily...
Posted 20 years ago2004-10-20 05:02:58 UTC
in Sub-Compos Post #67775
Roger that, where are we going to post the maps? shall we just all send them over msn, or post the in teh vault and delete them, we need to thin kabotu that, anyone else actually gonna make a little prop?