Forum posts

Posted 20 years ago2004-10-18 08:46:40 UTC
in Equilibrium Post #67282
Well, with the effects in teh film, it'd be a pity to waste it on an SP game, and to not want to use HL2 for this is a big mistake!

Your call
Posted 20 years ago2004-10-18 08:44:48 UTC
in fy_iceworld_css Post #67281
Or the fantastic new way that you can actually create a .... CUBE that looks.. like.. shit OMFG WTF BBQ!!1
Posted 20 years ago2004-10-18 08:22:59 UTC
in new competition Post #67279
Yeah, there's a great one on RUST (thnx to whoever pointed that one out) that describes teh dimensions for all the running/juming bullsh*t.

I like the intro/outro movie to a mod idea, although I think teh intro would be better, and it can be judged on which mod you'd most like to play after seeing the intro video.

Blue Shift was awsome from teh very start, were you asleep through the lift crashing scene? And the train ride, seeing GF, ah, great game was BS

They had figured out some neat tricks after doing hL and Op4, really sweet game imho.
Posted 20 years ago2004-10-18 08:16:40 UTC
in nead monsterscript list Post #67276
check VERC, or read the tutorials, they have some links I think.

Or check RUST, SNARKPIT, etc

Somewhere will have one.

Also, I'm sure one of teh SP mapers will know a good link, so give it some time and wait for the answer.

PS; LOve that avatar, why is the frog thinking of a cigar?! baffling, but great pic lol
Posted 20 years ago2004-10-18 08:12:02 UTC
in Door Problems - Entities Reseting Post #67274
It happens in all versions of Hammer.

:
Posted 20 years ago2004-10-18 08:10:28 UTC
in fy_map Post #67272
Look at my journal, a simple copy/paste affair.
Posted 20 years ago2004-10-18 08:00:08 UTC
in Spelling correctly Post #67269
Ok, for the rest of teh day, we gotta finish every long sentence with 'mmkay'

Report back here shortly.
Posted 20 years ago2004-10-18 07:48:51 UTC
in fy_iceworld_css Post #67265
The whole thing has been catered towards the modding community, the new texture system will provide a more expandable way of texturing in years to come, and allow people to be more creative about their mod's.

The Primitives are just to keep up with teh game, and teh things they needed to do, so I guess that's why they're in there; plus it's nice to have new toys (bear in mind for the last 3 years I've used nothing but the Block and Cylinder tool, and I used the spike tool once, and realised I could do it better with VM.

The entities are the really significant addition, the physics are great, but without telling the engine what to do you'll have a boring map on your hands, far more dynamic lighting effects, the sounds are ingenious, and did I mention teh lighting?

If you thought mapping SP maps for HL1 was fun, you'll blow a gasket when you get your hands on HL2.

Admittedly it'll be a while before we're all up to date with the new features, but as we all have good knowledge of Hammer I don't think many of us will have trouble picking up the new methods and effects.

It truly is a great editor, maps become life-like, and non-static.
Posted 20 years ago2004-10-18 07:31:27 UTC
in another game Post #67257
And who, exactly, recorded that song?

I have an idea, I'll write a TWHL song (musically) and we all write the lyrics, no flaming, not too much swearing, and keep it light.

I'll start:

Over the horizon, in a place beside the sun

Your turn, ONE LINE ONLY BITCHES
Posted 20 years ago2004-10-18 07:28:06 UTC
in Spelling correctly Post #67255
I never said that did I?

:

Nothing wrong with my ability to spell, use grammar, or articulate myself coherently.

Sometimes I choose not to, I guess that's my perogative and if anyone has an issue to aleviate with me concerning said grammar and spelling deficiencies please feel free to take it up with my lawyer, who will, no doubt, pass unto you the statement I disclosed in a previously unreported interview:

[u]Wir sind Helden[/u]

So, um, yeah, ever noticed how many times people say 'um' in a sentence, it's shocking.
Posted 20 years ago2004-10-18 07:17:53 UTC
in Steam Multiplayer names Post #67253
anyone play AA?
Posted 20 years ago2004-10-18 07:16:18 UTC
in another game Post #67252
Two pints of booze
Tell me are you a badfish too? [are you a badfish too..]

Sublime - Badfish

I thought this was a one line affair, and we get all this crap about puss, birds and bitch whore muthas!

Goingloopy is gonna be pissed!
Posted 20 years ago2004-10-18 07:12:56 UTC
in What`s ? Post #67251
Nice point, and well made.

I map because I am a strange individual, and I like to create new places for people to kill each other in, hence I don't really do the whole Single Player deal.

I've never seen Hammer as a tool to create real-to-life structures, more as a way of emulating a real world place, it's impossible to create a truly life-like place in HalfLife, but you can come very close.

I think teh Unreal engine is most suited to a kind of architectural design function, it has great levels of detail and can achieve some awesome effects.

But Hammer, not yet, HL2 will bring it more into a real-world emulator, and I for one can't wait.

At the end of the day, I think we all map because we enjoy creating things, and from what I see/hear from many of teh members here, we're all pretty artistic/creative people (some aren't, I won't mention any names, because I can't, Anonymous - you twat), whether it's making textures, models, maps or sounds, most people who map are just expressing themselves in a different medium, some call it art, others look upon it as "practice" for their big jobs in teh gaming world.

Just because you can use Hammer means nothing, VALVe ain't givin' away jobs, best way is to learn a few different editors, get the hang of different engines, and get involved in a few mods, make a portfolio of your work, and start applying for jobs at companies, it'll take a year or two before you even hear anything from them (popular job, is game design), and you'll probably end up makign the coffee for another year, but your foot's in the door,and that's what counts.

I don't care what I get out of mapping, I do it for myself mainly, and occaisionally for others.

But what really gets on my nerves is when people take personal offense at comments about maps, it's a collection of 1's and 0's, we only do the easy part of putting together something cojent and playable.

That went off track, but screw it.

I like mapping I do, ooh arr
Posted 20 years ago2004-10-18 06:31:48 UTC
in Door Problems - Entities Reseting Post #67248
Or a func_momentary_button (or whatever heh) to keep the doors open when you're standing in teh way.
Posted 20 years ago2004-10-18 06:28:15 UTC
in Mirror textures. Post #67246
Or, click the "Face" checkbox, next to "World"
Posted 20 years ago2004-10-18 06:27:02 UTC
in Explosion on target. Post #67245
well you can always give multiple entities the same name, then the breakable will target them all.
This doesn't allow you the option to trigger them at different times, so you're wrong,
Posted 20 years ago2004-10-18 06:20:14 UTC
in r_speeds wont show Post #67243
tried -developer in the cstrike launch parameters?
Posted 20 years ago2004-10-18 05:49:06 UTC
in fy_map Post #67238
I really must finish this and release it some time..

:/

Stripping and Equipping Weapons in Counter-Strike

Resources Required

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 game_playerequip 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.

Getting it all to work

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 strip
1x game_playerequip - name it equip

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.

multi_manager

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_pla
yerequip. 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.

[b]Other Uses

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.

:D
Posted 20 years ago2004-10-17 08:38:17 UTC
in Transparent Blue parts on Tree models Post #67038
Steam is shitty yes, but you need a half decent computer to run it, as it ravages your cpu power, if you're using the same pc you did when you bought half-life, I'd uograde.

And instead of pissing around with dll's and WON, I'd use Steam.

It really is a good program once all the problems have been ironed out.

I used to hate it, because it did thigns like that, but have patience and let it work, it will become your best friend =D

Or you'll destroy the foul sum spawning demon of valve's rotting birth!
Posted 20 years ago2004-10-16 14:05:34 UTC
in Spelling correctly Post #66939
Mna, dcchp dude sure did make a folo of hmislef
Posted 20 years ago2004-10-15 12:06:46 UTC
in Want to be freaked? Post #66685
Posted 20 years ago2004-10-15 12:04:24 UTC
in Spelling correctly Post #66683
Wow

Never would have expected it from yuo..
Posted 20 years ago2004-10-15 11:24:48 UTC
in Metal mesh? Post #66677
OMFG}

I repeat again:

To make a walkway, that you can shoot through, and you can walk on, you need a texture, try: {GRATE2A

Now make a brush (block/rectangle/whatever) and texture it with that tex. Select teh brush, click on To Entity on the right hand side of Hammer, select : func_illusionary, in the menu below it's name, go to:

Render Mode <- change it from 'normal' to Solid

and also:

FX Amount <- change it to 255

Now Exit the entity.

Make another brush in exactly the same place as teh func_illusionary, and texture it with the texture called by the name of:

clip

To find those textures, look in the halflife.wad, and use the Filter bar at the bottom.

Anything textured with clip means the player can't move past it, but it is invisible in-game, and bullets can go through it.

If hammer just closes it's usually a problem with say.. an FGD, get an up to date one form VERC.

Follow teh hamemr set up tutorials properly in teh first place and there will be no problems.

read tutorials about how to do this kind of thing.

Please.
Posted 20 years ago2004-10-15 11:22:14 UTC
in What do you want to do? Post #66675
Rocket Launcher?
Posted 20 years ago2004-10-15 11:20:38 UTC
in Spelling correctly Post #66674
or:

I have a disablilty, stop taking the f**King piss.
Posted 20 years ago2004-10-15 09:18:17 UTC
in What do you want to do? Post #66659
Idd, you almost made a point there..
Posted 20 years ago2004-10-15 09:17:07 UTC
in The Forum(admins read) Post #66658
Posted 20 years ago2004-10-15 09:01:32 UTC
in Player_weaponstrip? Post #66656
Well, no sh*t..
Posted 20 years ago2004-10-15 09:00:42 UTC
in Spelling correctly Post #66655
Posted 20 years ago2004-10-15 09:00:17 UTC
in Fun IRC Log... :D (pigs....) Post #66654
Pity the mIRC thread disappeared..
Posted 20 years ago2004-10-15 08:59:06 UTC
in What do you want to do? Post #66653
Roger..

Conspiracies are merely the frenzied imaginations of writers and teh press.

There is no such thing as the moon landing? No-one walked on the moon?
Ridiculous...

Ok, here's a challenge for all you silly conspiracy nuts:

PrOve to me, that it didn't happen.
Posted 20 years ago2004-10-15 07:53:54 UTC
in Spelling correctly Post #66642
Still disabled over here!

:zonked:
Posted 20 years ago2004-10-15 07:27:44 UTC
in Spelling correctly Post #66638
Hey, I need surgery, but only to stop my hands moving faster than my eyes, I have explained I have a disability that means I can't type properly, and I get flamed for it...

:
Posted 20 years ago2004-10-15 07:26:30 UTC
in The Forum(admins read) Post #66637
Peace and LOve = Original

Seventh-Monkey = n00bish

haha

:P
;)
Posted 20 years ago2004-10-15 07:23:20 UTC
in HL Dimensions Post #66636
Lol, then do me a favour and stop trying to be funny, it's killing me

;)
Posted 20 years ago2004-10-15 07:21:17 UTC
in odd mods Post #66635
No mod is a noob mod, they all take a relative amount of skill, it's just that some mods suck, if you don't like them, don't play them, It's simple, and cstrike is teh most popular mod to date, for any game, ever... so to say it murdered HL is rather an overstatement, and very far from fact.

HL wouldn't be the game it was if counter striek hadn't been created, nor would cstrike be teh game it is, if HL had not been so community friendly.

VALVe have actively encouraged mod's, and to talk sh*t about them and teh teams that spend years of their lives puttign togetehr a mod, taht people can play for free, is liek saying teh soldiers who die for their country are wastign tehr time, and should be punished for doing their job.
Posted 20 years ago2004-10-15 07:17:25 UTC
in fy_iceworld_css Post #66633
good point

I'd rather see his head explode.
Arrogant twat that he is.
Posted 20 years ago2004-10-15 07:13:41 UTC
in Am I alone? Post #66631
This is almost as pointless, if not more, than some of teh threads I have started.

Keep up teh good work.
Posted 20 years ago2004-10-15 07:12:32 UTC
in ----Your Fav Custom Skins----- Post #66630
Posted 20 years ago2004-10-15 07:12:10 UTC
in Your first map? Post #66629
I mapped for CS first, anyone that still maps HLDM needs a slap with a wet fish.
Posted 20 years ago2004-10-15 07:10:18 UTC
in Fun IRC Log... :D (pigs....) Post #66627
why oh why did I just waste 10 minutes of my life reading teh trivia, when i can go to IRC at any time and see it live?

Leave teh IRC out of teh forums, or we'll all start talking about sucking pigs arrghh no!
Posted 20 years ago2004-10-15 07:03:57 UTC
in What do you want to do? Post #66626
The yanks went to the moon in 1969.
Posted 20 years ago2004-10-15 07:02:34 UTC
in ----Your Fav Custom Skins----- Post #66625
No, he means a little 'hack' taht simply changes teh colour of his HUD, it can't help you gain any adcantage what-so-ever, apart from .. well .. nothing, it ain't a hax0r hack.
I had a similar thing in DoD, where you could change the crosshair sprite (very nuts) to various small dots, and loads of different colours, it was on an official DoD skin site, so I figured it was fair game ... =/

If we're going to boast about our sounds as well:

Every sound's custom,
multiple fall damage sounds,
All weapons have new sounds, won't go through them because without hearing it, there's no point.
I had a lovely pinpull.wav, the guy shouted "Grenade!!!" as he pulled teh pin, pretty comical.

My HUD at the time I last played was a custom from CDG, which had multiple variations for each gun, you can literally choose your HUD piece by piece, big big props to the guy taht made that, very talented individual, as all teh pictures of guns were colour and very high definition.

I got most of my skins from CDG gunshop/public forums/cs4playes (counterstrike.de - bit nuts, but they have some good stuff)/csnation (ultimate m4 drools)frenchy's skins/various.

Too many high poly models is a very bad idea, you should move your models folder out of steam for a coupel of games, I'm willing to bet you clean up every time! And get a significant boost in fps.

What rates do you mainly use?
Posted 20 years ago2004-10-15 06:53:13 UTC
in Spelling correctly Post #66624
lol coolfat, 'teh' is a perfectly recognised form of advanced leet speak, not the AOL talk you refer to, catch up on your 'cool' and you'll see that intelligence don't equal cool, it's an edgy attitude and a large penis taht equate cool, luckily I have both =0

Why do I get teh feeling that I am being pointed at here...

*shrugs

*continues campaign of grammatical defication.
Posted 20 years ago2004-10-15 06:43:46 UTC
in The Hardest Part Post #66623
Google Image Search.

All yuo need is a theme, let the images do teh hard work for you.
Posted 20 years ago2004-10-15 06:42:32 UTC
in how do ya make a panel that ya type in a Post #66622
for things liek this I'd normally advise to just find anothe rway to do what you want to do, until you consider yourself capable, and look for a way to simulate what you want to do, always think about how to trick teh player into thinking he's doing something, when he ain't lol
Posted 20 years ago2004-10-15 06:40:35 UTC
in Attn: NON - NOOBS : CTF style problem Post #66621
Yeah I found taht yesterday after reading soem guys post about dimensions for HL, I just browsed taht site and lo and behold, found taht hehe

well thnx for your input, appreciated.

brad; it kinda is, but for a mod taht doesn't have any CTF property entities, so I have to improvise, my next problem is this:

I need it to be team based, ie, a specific team only, how in god's name would I do that, any ways around teh fact that I obviously can't do this due to lack of coding, would be helpful.

ie, if you can think of any way at all that I could bodge it, using any method, not just entities, liek, a way that only one team coudl get to it from a certain area, and blah blah, now that I have found teh right entity for teh job, I need to figure out how to best implement it.

Suggestions/criticism plz
Posted 20 years ago2004-10-15 06:23:51 UTC
in Hammer beta model 3d viewing Post #66620
Well, it shows how little these guys put into this site (not saying I do), but the fact that there is around 6 topics, all started this week, on this exact subject, featuring myself helping several people with their problems, and providing a very detailed and comprehensible guide to setting up hammer to use teh models. it would take no more than 5 minutes to scroll down the forum and look for related topics, let alone searching for them god forbid.

I apologise for teh "outburst" but it is frustrating to answer teh same question again and again, time after time.

I really think some kind of sticky needs to be employed.

Or a website with a series of text book answers we can go to, copy and paste into a thread to answer a standard question.
Posted 20 years ago2004-10-15 06:20:06 UTC
in Help! My map won't run! Post #66619
Make sure you go to (in Batch Compiler) Specifications and select Bare Zoners
Posted 20 years ago2004-10-15 06:18:40 UTC
in Help! My map won't run! Post #66618
No map is the same, it depends if you've made a noob killbox, or a noobier cs_misssion type map, which no doubt blows a monkey's ... ok, well, I went off track; here's teh solution:

The tools, you will need to replace the qvis/qrad/qbsp/qcsg with those that come with zhlt (hlbsp/hlcsg/hlvis/hlrad)

and use teh Batch Compiler front end prigram, very usefull for noobs.

To set teh tools in Batch, open it, go to : Settings / Options.. / Paths

and set CSG: to [wherever you saved the hlcsg file]

set BSP: as above ^

VIS: as above ^

RAD: as above ^

Then save, and make sure you tick all teh CSG/BSP/VIS/RAD check boxes on teh right hand side of teh Batch screen, but DON'T tick HL.

When in Hammer, go to File / Export to Map and save teh .map fiel somewhere, you'll need to open that .map file in Batch to compile it./

I hope thsi helps,. but as always there is a f**king tutorial on this.